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Senate bill encourages learning via video games

“…create a committee to examine how interactive gaming can boost student involvement and achievement, and create a pilot program for integrating games into K-12 curriculum.

The bill was heard Wednesday in Olympia by the Senate Committee on Early Learning & K-12 Education.

Sen. Sharon Brown, R-Kennewick, one of the bill’s co-sponsors, said interactive video games could add to the diverse learning styles of today’s classrooms.

“We have all different types of learners,” Brown said. “We need to address that, and this is one of those ways.”

Sen. Rosemary McAuliffe, D-Bothell, thinks interactive gaming will give students the opportunity to learn while enjoying a game, something she experienced while visiting students of Washington Virtual Academies (WAVA), an online K-12 curriculum program used by the Monroe and Omak public school districts.

Studies from the University of Washington’s Center for Game Science show interactive games can promote creativity and enhance knowledge of science and technology-based fields among students.

“I think we have to bring that technology into the classroom (and) into our schools,” McAuliffe said, “because kids are way ahead of us in that right now.”

Seattle attorney Matthew Hooper testified about academic-based gaming in schools. A report from the Entertainment Software Association indicates 95 percent of American children — and 97 percent of teenagers — play video games, he said.

By the time an average person reaches age 21, he of she has spent more than 10,000 hours playing video games, according to the Pew Research Center’s Internet and American Life Project.

“Their brains are learning, from a very early age, differently than we did,” Hooper told the committee. “It’s no longer absorbing passive information; it’s now absorbing interactive information.”

Hooper also cited a brain-based research study by Stanford University professor and neuroscientist Brian Knutson that analyzed the effects of educational video games on youths.

The study used MRIs to monitor student brains in two groups: those engaged in playing interactive games, and those passively watching the games.”

To read the full article click here;

http://www.tri-cityherald.com/2014/01/23/2789806/state-senate-bill-encourages-learning.html

SENATE BILL REPORT
SB 6104As of January 22, 2014Title
: An act relating to the interactive gaming in schools public-private partnership.
Brief Description
: Establishing the interactive gaming in schools public-private partnership.

Sponsors
: Senators McAuliffe, Litzow, Hargrove, Hill, Billig, Fraser and Brown.

Brief History:
Committee Activity: Early Learning & K-12Education: 1/22/14.
SENATE COMMITTEE ON EARLY LEARNING & K-12 EDUCATION

Staff
: Eric Wolf (786-7405)

Background
: Advances in interactive gaming technology have spurred a recent scholarly focus on how interactive games may be used to engage students and improve academic achievement. For instance, the Center for Game Science at the University of Washington has published several studies on the application of interactive games in education, specifically how interactive games can promote creativity among students; enhance student knowledge of science, technology, engineering, and technology (STEM) fields; and improve critical thinking skills through cognitive skill training games.

Summary of Bill: Interactive Gaming in Schools Public-Private Partnership (PPP). PPP is established, composed of the following members to be appointed by August 1, 2014: four legislators, one member from each caucus of the House and Senate, appointed by the presiding officers of each chamber; four experts in the integration of interactive technology or gaming into education, one expert to be appointed by each caucus of the House and Senate, and appointed by the presiding officers of each chamber; a representative of the Department of Early Learning (DEL), appointed by the director; and a representative of the Office of Superintendent of Public Instruction (OSPI), appointed by the Superintendent of Public Instruction.

The chair of PPP must be selected from among the legislative members. To the extent funds are appropriated, PPP may hire a staff person who must reside at OSPI for administrative purposes. Additional technical and logistical support is to be provided by OSPI, DEL, and
–––––––––––––––––––––

This analysis was prepared by non-partisan legislative staff for the use of legislative members in their deliberations. This analysis is not a part of the legislation nor does it constitute a statement of legislative intent.

Senate Bill Report
SB 6104

the organizations participating in PPP. Legislative members of the partners hip must receive per diem and travel expenses, and nonlegislative members may be reimbursed for travel expenses.

Purpose of PPP.
PPP is tasked with examining how interactive games may be integrated into primary and secondary education to increase student involvement and achievement. PPP must consider how interactive games and advances in technology may be integrated into curricula from early learning through grade 12, and develop a proposal for a pilot program to integrate interactive gaming in schools to be submitted to the Legislature by December 1,2015. The statute authorizing PPP expires on January 1, 2016.

Appropriation
: None.

Fiscal Note
: Available.

Committee/Commission/Task Force Created
: Yes.

Effective Date
: Ninety days after adjournment of session in which bill is passed.

Staff Summary of Public Testimony

: PRO: Games are al ready being integrated into curricula in order to engage students. Students love the games and are excited to even use the games at home each night. Ninety-five percent of children play video games, and the average time of play is over two hours each day. A scientific study from Stanford showed that educational, interactive video games engaged regions of the brain associated with motivation, learning, and memory. In 2012 the Clark County, Nevada school district tested a program in which interactive video games were integrated into low-performing schools. The schools using the games more than doubled their improvement on assessments compared to schools that did not use the assessment. In San Jose, there is a school that integrated interactive media and video games and has particularly notable success with English language learners. Most of the interactive game systems are set up in computer labs in schools, so students do not always require a computer or iPad of their own to participate.

Persons Testifying
: PRO: Senator McAuliffe, prime sponsor; Matthew Hooper, attorney.
Senate Bill Report
SB 6104
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SimCityEDU Develops Higher Order Thinking Skills.

of Fast Company writes that;

SimCityEDU: A Video Game That Tests Kids While Killing The Bubble Test

A $10.3 million collaboration between Electronic Arts, Pearson, and a nonprofit yields a simulation game that tests thinking and emotion, not just knowledge. . .

“We have all these high-stakes assessments focusing the majority of their testing on rote learning and not application of skill,” says Seth Corrigan, the Director of Education & Evaluation for Glasslab. “We’re never going to transform education and prepare kids for success if we don’t transform assessment to look at higher-order skills. Everything pointed to games as the way to do that.”. . .

SimCityEDU: Pollution Challenge!, the game I’m playing, debuted last week. For those who played SimCity in the 1990s or 2000s, this PC-based game feels familiar; it’s built on the same bits but radically simplified into chunks that take no more than 10 minutes to play, with specific tasks for the player to complete. But what makes SimCityEDU different from other video games, even other video games that have been modded for educational use, is that while middle school players are figuring out how to play this game, the game will be figuring them out right back. As they are zoning neighborhoods or planning school bus routes, the software is gathering detailed evidence about their thinking processes and skills, and whether they’re engaged or bored.

The creators, a multidisciplinary team known as Glasslab, have a wild ambition. They want to use game-based assessments like these to wean our education system off fill-in-the-bubble tests, which are optimized for gauging memorized content knowledge, and instead start measuring what really matters in the 21st century: how well people can think.

“We have all these high-stakes assessments focusing the majority of their testing on rote learning and not application of skill,” says Seth Corrigan, the Director of Education & Evaluation for Glasslab. “We’re never going to transform education and prepare kids for success if we don’t transform assessment to look at higher-order skills. Everything pointed to games as the way to do that.”

Avoiding Chocolate-Covered Broccoli

With its realistic simulations of energy use, pollution, and zoning, SimCityEDU conforms to Next Generation Science Standards recently created by the National Research Council, and includes reading tasks that match the Common Core. Both are voluntary, state-led attempts to create nationwide benchmarks for learning in K-12 schools. But SimCityEDU is not just about teaching content. It’s designed to gather evidence about students’ “systems thinking.”

To See a great video clip about SimCityEDU click here;

To read the full article by click here; http://www.fastcompany.com/3021180/innovation-agents/simcityedu-a-video-game-that-tests-kids-while-killing-the-bubble-test

$10.3 Million for new Games, Learning, and Assessment Lab

New institute gets $10M to gamify education for kids

“The game industry and nonprofits are teaming up to create a video   game design lab that will do research on engaging students and measuring learning … The new Games, Learning and Assessment (GLASS) Lab will be managed by the Institute of Play, a nonprofit video game institute with support from the John D. and Catherine T. MacArthur Foundation, the Bill & Melinda Gates Foundation, Electronic Arts, and the Entertainment Software Association (ESA). It will be supported by $10.3 million in grants.”-  Dean Takahashi

http://venturebeat.com/2012/06/28/gamifying-education-new-institute-will-creating-learning-games-for-children/