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A majority of K-8 Teachers Use Digital Games for Instruction

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Games and Learning report that;

“A national survey of nearly 700 U.S. K-8 teachers conducted by the Joan Ganz Cooney Center and the Games and Learning Publishing Council reveals that almost three-quarters of K-8 teachers are using digital games for instruction. Four out of five of those teachers report that their students play games at school at least once a month.

In his introduction to the critical survey of classrooms GLPC Chair Milton Chen observed:

Two fundamental findings should capture the attention of all educators, developers, funders, and policymakers: a majority of teachers are using digital games in their classrooms, and games are increasingly played on mobile devices that travel with their students.

Level Up Learning: A National Survey of Teaching with Digital Games by Lori M. Takeuchi and Sarah Vaala reports that teachers who use games more often found greater improvement in their students’ learning across subject

areas. However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

areas.”However, the study also reveals that only 42% of teachers say that games have improved students’ science learning (compared to 71% in math), despite research suggesting that games are well suited for teaching complex scientific concepts.

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EdGamer Celebrates Three Years of PodCasting about Games and Learning!

Congratulations Zach and Gerry, keep up the good work!

From the EdGamer show notes;

EdGamer 129: Our 3 Year Manniversary

This week on EdGamer 129 we celebrate our 3 year manniversasy! Relive all the good times  from our past as we go through our favorite shows and guests. We have 128 shows and we have learned so much from our work, our guests, and our FOE’s (friends of EdGamer). Tune-in and level-up!

Olympic Snowboarding Cross

 

Niilo Interview with Zack

 

our favorite episodes…

 

An Open Letter to STEAM: If You Build It, ED Will Come

 

Minecraft Episodes – Joel Levin

 

Games & Learning with Jim Gee

 

EdGamer 86: Jeremiah McCall and the Learning Games Network

 

EdGamer 81: John Hunter Brings Us World Peace

 

EdGamer 74: Magicians – A Language Learning RPG

Show Host: Zack Gilbert

Show Contributor/Producer: Gerry James  


 To browse the EdGamer archives click here;

http://edreach.us/channel/edgamer/#

 

 

EdGamer Explores a Virtual Tour of a California Mission in Minecraft

Edgamer-280

From the EdGamer shownotes;

EdGamer 128: Humble Bundle

This week on EdGamer 128 we have some catching up to do! After calling in sick last week, we come right back at you with a plethora of gaming and learning news. From game packs for under 10 bucks to conferences for kids run by kids.  This week’s EdGamer has everything you need to satisfy your  edugaming needs. Tune-in and level-up!

Humble Sid Meier Bundle (pay what you want and help charity)

Someone Made A New Portal 2 Campaign… Without Portals

Moving at the Speed of Creativity | 4th Grade Virtual Tour of a California Mission in Minecraft

Interview with Woz: To innovate, get personal | Consumerization Of It – InfoWorld

Fun, Friends, and Feedback with Student Response Systems

Gaming with the Histocrats: January 2014 Games of the Week

Meriwether

Unfazed, Houston Pushes Ahead on 1-to-1 Computing – Education Week

Lenovo Aims New Rugged ThinkPad 11e Laptops at Students

Chromebooks can now run Windows desktops, via VMware

Be Smart On Air with Niilo

Show Host: Zack Gilbert

Show Contributor/Producer: Gerry James  


 To browse the EdGamer archives click here;

http://edreach.us/channel/edgamer/#

 

iPads in the Digital Classrooms

Tom Sullivan writes that;

“Two-year-old Mia traces out a letter on the screen with her forefinger, then claps with joy when the computer chants “wonderful!” and emits a slightly metallic round of applause.

The preschool group at Tanto International School in central Stockholm is just getting used to a new batch of iPads — one for every two children — and it’s a noisy, chatty affair.

“They really enjoy playing this app. It’s really good for learning pronunciation,” said their teacher Helena Bergstrand.

Bergstrand, along with nearly 90 percent of teachers polled by the city council, believes that iPads and tablets help motivate children to learn.

– ‘More interactive’ –

“There’s an instant appeal with an iPad … they love it!” she says, raising her voice over the din as she moves around the table to help the children.

“It’s more interactive (than pen and paper).”

Petra Petersen at Uppsala University has researched the rapidly growing use of tablets in preschools — recording children when they interact with the technology and each other.

“In the schools I’ve looked at, they usually sit together in a group and its very collaborative, there’s a lot of body contact and verbal communication,” she said.

“These tablets are very multi-modal — they have colours, sounds, spoken words, and things that interest the children — that’s part of what makes them so popular. A large part of learning is about having fun, and the children have a lot of fun with them.”

In Sweden, like in many countries, small children often play games on tablets and laptops long before they encounter them at school.

According to the national media council, close to 70 percent of Swedish two- to four-year-olds play video games.

Nearly a half (45 percent) of children aged two have used the Internet — perhaps unsurprising in a country with one of the world’s highest mobile broadband penetrations.

“It’s more or less prioritised in schools now, to bridge the gap between schools and the environment children are living in,” said Peter Karlberg, an IT expert at the National Education Agency, referring to the thousands of tablet computers bought by public and private sector schools in the last few years.

And that has put increasing pressure on teachers to get up to speed — one in every two surveyed have said they need special training.

– ‘Still a taboo’ –

Felix Gyllenstig Serrao, a teacher in the western city of Gothenburg, has taken computer-aided teaching further than most, using the popular Swedish game Minecraft to teach children with behavioural and concentration problems, including Attention Deficit Disorder and Asperger’s Syndrome.

“I bring something to the classroom that they like — that they do in their spare time — to make them want to be in school,” he said.

“Minecraft is very good because it’s so open and creative … I usually use it to make a topic more alive.”

Serrao — a games enthusiast himself — teaches 12- to 15-year-olds subjects like mathematics and history, using the game’s building blocks, often called “digital lego”, to make maths problems tangible or to illustrate scenes from history books, building them in the game after the formal part of the lesson has ended.

“It reinforces what they learn — when they return to the game later and see there’s a pyramid there or a town we built they remember the lesson.”

He said Sweden has a long way to go before schools can exploit the full potential of digital classrooms.

“There’s still a taboo around games. When I talk to older teachers about this they usually frown — thinking that video games have nothing to do with learning,” he said.”

To read the full article click here;

http://www.google.com/hostednews/afp/article/ALeqM5gVyfCvjc0cDbrWrVeOdymBqmwK7A?docId=49c2368b-2691-4a06-abf4-380f80c822b3

Learning with Minecraft

Chris Shores writes;

“Brian Westbrook was trying his best to keep up with the two dozen Greenfield Middle School students competing for his attention. Calls of “Mr. Westbrook, Mr. Westbrook” rang through the air like a broken record, from students hoping to get tips and tricks on the afternoon’s assignment: building a house.

At one end of the horseshoe-shaped computer lab, 12-year-old Virnalis Mejia focused on his screen as he assembled wooden planks on top of each other across his virtual property. Still unsure of what his final house would look like, Mejia was concentrating for now on building a solid foundation. To gather more wood, he wandered next door to his friend’s yard and went inside a communal storage shed they had built.

This is Minecraft: a Swedish computer game of creativity and survival, where players gather natural resources to build items for their lives. It’s a new option this year at the school’s required Expanded Learning Time after-school program and about 50 students in fourth-grade through seventh-grade will take the class each trimester.

Video games in school? Westbrook, a 25-year-old Greenfield High School alumni, has heard the skepticism before. Although he believes it’s important for children to participate in a range of activities, he’s not buying the argument that video games are a waste of time.

“I’ve always felt that there’s a kind of deeper educational aspect to games that a lot of people don’t realize,” he said. In Minecraft, creativity and logical reasoning can seemingly produce anything; some hardcore gamers across the country have used the game’s virtual minerals to create an electrical wiring system that can play Queen’s “Bohemian Rhapsody” with the click of a button or calculate math functions on a giant computer that’s built completely in the digital world.

Since Swedish computer programmer Markus Persson developed Minecraft in 2009, the game has exploded in popularity across the world. After years of unofficial release, it was fully published in November 2011. When a Microsoft XBox 360 edition came out six months later, game developers sold four million copies in five months, according to Minecraft.net.

It wasn’t until this year, though, that Westbrook pitched the idea of an after-school class to Middle School Principal Gary Tashjian. It didn’t take much to convince the principal, who called the game “a big hit” for many of his students.

“More than just a mindless computer video game, it challenges students to be creative and build extensive communities,” said Tashjian, adding that the school tries to find a mix of extended learning time offerings for students. Students attend the enrichment classes twice a week for 80 minutes each day. On other days, the extra block is dedicated toward things like standardized test preparation and academic tutoring.

In the class, Westbrook uses “Minecraft EDU,” a modified version of the game built by the United States and Finland, which allows him as a teacher to change or block off parts of the digital world his students all share. It also gives the class access to another world full of historical monuments and artifacts ­— a chance to embed video games with history and geography lessons.

Westbrook said some of his fourth- and fifth-grade students don’t have extensive computer experience. While they slowly master the game, they’re also learning how to use and manipulate computer applications — skills they’ll need to learn for real-world applications that extend beyond games.

Many of the older students though, the ones tasked with building a house, have been playing for years.

There were some traditional houses, but one built his completely underground and another incorporated an underwater room.

Dylan Carlo, 12, decided to have one entire wall of his house built of glass. In this class, since students are still getting the hang of the game, he was able to acquire free materials from a virtual store that Westbrook built.

Carlo explained the elaborate process he would normally have to go through to build this type of house: collect cobblestones, build a furnace, gather sand, melt it in the furnace and then take those glass pieces back to the construction site.

Mejia, the student accessing his supplies from an adjacent storage shed, said he learns new things about the game all the time.

“(In) Minecraft, you can do whatever you want to do. There’s no rules,” he said. “It’s fun because you can be creative.”

Its freedom can be puzzling for gamers who prefer structure, levels and final bosses. Even Westbrook, a lifelong gamer, took awhile to warm up to its loose style.

Still, developers have added goals and challenges for people.

Playing in survival mode, as opposed to creative mode, means that the individual needs to be smarter about what items they build and when. They need to use tools to find and eat food so that their hunger and health bar levels don’t drop too low. A shelter is crucial at night to protect against zombies who swarm in the darkness, ready to attack.

Fighting zombies is generally an extracurricular activity. In Westbrook’s class, students are instead focused on the game’s creative mode and collaborating with their peers to build and explore a digital world.

Still, some things are likely to occur in a room of two dozen middle school students, no matter what they are doing.

Halfway through one afternoon class, Westbrook had to intervene briefly when one student stole another’s digital sword. As the teacher, he can freeze student play or turn off their ability to chat with others.

By the end of class, everyone was getting along. The only chaos was due to an onslaught of requests directed at Westbrook — typically to make a new item available in the store.”

To read the full article by Chris Shores click here;

http://www.recorder.com/news/townbytown/greenfield/10208991-95/minecraft-popular-video-game-builds-students-interest-in-learning

Gaming to Learn – from Civilization to Call of Duty

of Ars Technica writes;

“Is there a place for games at higher levels of education? Schwartz would definitely argue yes, but he suggested that the role of the games would be different. Rather than developing basic skills, the games help give people an intuitive grasp of a subject, after which explanations for their intuitions can be supplied in the classroom.

This was done explicitly in one case, with the researchers building a Space Invaders-style game where each successive wave had a different pattern of invaders. The frequency of different patterns, rather than being random, was governed by statistical distributions. On its own, the game didn’t help players do any better on testing, since the tests were couched in terms like “normal distributions” and the like. To have an impact, the game had to be coupled with a written description of the statistical patterns. “A short written description helps everyone,” Schwartz said, “but gamers get much more out of it.”

The big surprise is that this effect spills over to commercial games that aren’t designed for educational purposes at all. Schwartz’s team had junior college students play about 15 hours of two different games: Civilization IV and Call of Duty 2. Afterwards, they were given short descriptions of real events from World War II that either focused on international relations or on tactical situations. The students were asked to formulate a series of questions they’d ask to better understand the circumstances.

When it came to international relations, the Civ-playing students were able to formulate more sophisticated and probing questions. But, when handed a tactical situation to analyze, Schwartz suggested they were completely lost, and often failed to come up with any questions at all. For the Call of Duty players, the converse was true.”

To read the full article click here;

http://arstechnica.com/science/2014/02/how-to-effectively-use-civ-iv-in-higher-education/

James Gee Interviewed on Game-Based Learning

James Paul Gee

of Games and Learning interviewed James Gee on game-based learning.

Banville writes that; “For more than a decade, James Paul Gee has been writing about the potential power of games and game mechanics to change the way we learn, to create new “deep” learners.

But in this newsmaker interview Gee says most of the possibilities of games remain unfulfilled as the American education system continues to focus on tests and fact retention.

He worries that even as learning games become more prevalent, they are in danger of being changed by the schools they seek to sell to rather than changing the school itself.

“The textbook was the worst educational invention ever made because it was a one size fits all type thing and we don’t want to do the same things with games. We don’t want to bring games to school,” he said. “We want to bring a networked system of tools and deep learning and practices that have been tested and are focused on problem solving and not just fact retention — that’s what we want to bring to school. Games can be a very important part of that mix.”

To read more click here; http://www.gamesandlearning.org/2014/02/10/newsmaker-james-gee-on-why-the-power-of-games-to-teach-remains-unrealized/

To Listen to the full interview click here;

EdGamer discuss the Big History Project

From the Edgamer shownotes;

EdGamer 123: Thank You Mr. Peterson

This week on EdGamer 123 its holiday madness! We started with a schedule for the show but had a tough time keeping ourselves on task…you can tell break has started. Join us for some game club chat as well as news from Amazon and BigHistoryProject.com. Ho, ho, hold up, you don’t want to miss this episode. Tune-in and level-up!

Mr. Peterson at Game Club- Dixit and Wits and Wagers

The Big History Project

Small World 2

Amazon Digital Game Downloads

St. Jude

The 2013 Stitcher Awards

Show Host: Zack Gilbert

Show Contributor/Producer: Gerry James  

 To browse the EdGamer archives click here;

http://edreach.us/channel/edgamer/#

GlassLabs releases research on Psychometric Considerations in Game-based Assessment

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Press Release: GlassLab Publishes Research on Game-based Assessment

By Ilena Parker | February 6, 2014

For Immediate Release
February 6, 2014

Digital Games Can Improve Measurement of Student Learning With Continuous Assessment, According to New Research From GlassLab

New white paper offers framework for integrating game design and educational assessment

Redwood City, Calif. – February 6, 2013 — Researchers have figured out a new way to give teachers a dynamic portrait of a student’s learning in action, using video games. In a white paper released today by Institute of Play project GlassLab (the Games, Learning and Assessment Lab), a team of assessment data scientists, learning designers and game developers describe a multidisciplinary approach to designing a new type of classroom game — a game-based assessment. Game-based assessments can provide a rich understanding of the different factors that affect educational achievement and predict how a student’s performance might change over time.

The white paper, “Psychometric Considerations in Game-Based Assessment,” answers the provocative questions that stand in the way of realizing the full potential of games to transform learning and assessment: How can scientists make sense of the endless stream of data generated by a digital game — the entire spectrum from wayward mouse clicks to strategic choices in gameplay? How can psychometric data help game designers build better challenges to improve learning outcomes? And how can experts in diverse fields come together to build and test new game-based assessments?

“Game-based assessments may hold the promise of a richer, multi-dimensional portrait of student learning, but they also present a new frontier in assessment design, ripe with challenges and opportunities for psychometricians and game designers to explore collaboratively,” says co-author Robert Mislevy, a psychometrics consultant for GlassLab, pioneer of evidence-centered assessment design, and Frederic M. Lord Chair in Measurement and Statistics at ETS. “This paper provides a framework for the continued exploration of this new frontier and proposes a design approach for developing and testing new game-based assessments.”

“Psychometric Considerations in Game-Based Assessment” is the first publication from GlassLab, and contains findings from the development of the Lab’s first game-based assessment product, SimCityEDU: Pollution Challenge!, which launched in November 2013. GlassLab’s research and development efforts are made possible by the generous support of the John D. and Catherine T. MacArthur Foundation and the Bill & Melinda Gates Foundation.

A project of the nonprofit Institute of Play, GlassLab is an interdisciplinary partnership between leaders in commercial games and experts in learning and assessment to develop next-generation educational games. Co-authors of “Psychometric Considerations in Game-Based Assessment” include researchers from Institute of Play, Educational Testing Service, Electronic Arts, and Pearson’s Center for Digital Data, Analytics and Adaptive Learning.

The 160-page white paper is available for free download today from Institute of Play. To download the full white paper and Executive Summary as a PDF e-book, or to explore print-on-demand options, please visit http://bit.ly/glasslab-research.

The next white paper from GlassLab, scheduled for publication in Fall/Winter 2014, will detail GlassLab’s Evidence-Centered Game Design process for developing game-based assessments.

Joan Ganz Cooney Center Launch gamesandlearning.org,

Games and Learning

Tony Wan, of EdSurge, writes;

“On February 10, the Joan Ganz Cooney Center held a launch party at Zynga’s headquarters in San Francisco for gamesandlearning.org, a website devoted to bringing together the latest in industry news, game-based learning (GBL) research, commentaries from developers, market trends and funding opportunities.

The website is overseen by the Games and Learning Publishing Council, chaired by Milton Chen, a senior fellow at Edutopia, and whose members include thought leaders across the academia, K-12, venture capital, industry and gaming industries. The multi-disciplinary composition, says the site’s editorial director (and former journalist), Lee Banville, helps ensure that the site can be an “honest broker of information” about the industry.

“Game-based learning is no longer on the fringe in conversations about education,” Banville tells EdSurge. “And having all of these different sectors represented will make it difficult for the industry to get too ‘pie in the sky’ about the market realities and how games will actually work in the classroom.”

To read the full article by Tony Wan click here;

https://www.edsurge.com/n/2014-02-11-helping-game-developers-tackle-the-toughest-gam