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G4LI PIs Plass, Homer present Google TechTalk

Published June 8th, 2011

Category Presentations

By Jan L Plass and Bruce Homer

Topics


G4LI Co-Director Jan Plass and Co-PI Bruce Homer presented at Google in Mountain View, California in Google’s TechTalk speaker series with a talk entitled, Video Games and the Future of Learning.

G4LI Presents a Poster at the Jean Piaget Society Annual Meeting

Published June 7th, 2011

Category Presentations

By Lizzie , Bruce Homer and Jan L Plass

Topics


Bruce Homer, Jan Plass, and Elizabeth Hayward were in attendance at the 41st Annual Jean Piaget Society Annual Meeting in Berkeley, California.  Click the link below to see the poster presentation on mode of play in an educational video game to teach middle school math. In this research, we examined the effects of manipulating social context of playing an educational math game with early adolescents. Effects on in-game and paper-pencil learning outcomes, situational interest, achievement goal orientation were investigated.

Social Context, Motivation and Learning in an Educational Video Game to Teach Middle School Math

4th Annual Subway Summit: Posture as an Indicator of Engagement in Handheld and Laptop Game-Play

Published January 30th, 2011

Category Presentations

By Jennifer Case

Topics Engagement, Posture, subway summit,


The 4th Annual Subway Summit on Cognition and Education Research, hosted by Fordham University, was well represented by G4LI in presentations and presence.  Click the link below to see the slides for the presentation on Posture as an Indicator of Engagement in Handheld and Laptop Game-Play. In this research, we are investigating the use of a posture sensor to identify engagement.

Subway Summit – Posture

G4LI Game Design Patterns Rubric Presented at GLS 6.0

Published June 12th, 2010

Category Presentations

By Dan Hoffman

Topics Assessment, Design Patterns, g4li, GLS, Rubric, Teachers College,


Educational game development is increasing in popularity and is tapping into a huge, lucrative market, yet educational game design is sometimes more a matter of intuition rather than based on tested design patterns. A reliable, universal evaluation tool to assess educational games’ designs across genres and content areas is not available, though several researchers and designers are trying to identify core design patterns (Holopainen, 2003; Church, 1999) while others provide rubrics around very limited, design elements (CSUS, 2007; SDSU, 2009).

This presentation encourages educators, researchers and designers to evaluate games with a shared vocabulary and professional dialogue about clear criteria and standards by using a rubric created by researchers from the Games for Learning Institute (G4LI). G4LI is a consortium of university researchers, supported primarily by Microsoft Research, studying the educational use of digital games and investigating their socio-cultural, cognitive and emotional impact (http://www.seriousgamessource.com/item.php?story=20553). Part of this effort is to identify supportable design patterns for effective educational games that designers can draw on to assure high quality gameplay and educational value. A rubric with the dual purpose of providing guidance for educational game design as well as an evaluation tool for comparing educational games across play genres is one outcome of this work.

A rubric is several things: a guide for evaluating performance (Danielson, 1997); a descriptive scoring scheme developed to guide the analysis of a product or process (Brookhart, 1999); a written-down version of criteria, with all scoring described and defined (Arter & McTighe, 2001). While rubrics are commonly used in education, creating a rubric for evaluating game design has been challenging, as fixed criteria about what to assess in a game is not agreed upon. Thus, G4LI researchers surveyed the existing literature and identified 17 “design patterns” of effective games. The rubric uses these design patterns as criteria for game design and evaluation.

Along with the game design patterns, three central criteria are used in the rubric. These relate to internal game mechanics that affect gameplay and learning, and are simultaneously important and independent of one another (Danielson, 1997). Each of the 17 individual design patterns are evaluated on 5-point scale in each of the three criteria:

  1. Technical Implementation: The activity of programming and executing a design pattern into a working version of the game. Includes the seamless integration of design elements within game play.
  2. Educational Appropriateness: The ability of the game to address educational/curricular goals and the player(s) knowledge/ability relative to the educational content being addressed.
  3. Overall Integration with goals: The integration of the design pattern being considered with the other elements within the game, and within overall game play and educational goals.

The rubric has been developed and tested as a guidance-for-design tool in the national G4Li Game Design Challenge, already announced (http://g4li.org/archives/680). Authors will report the effectiveness of using the Game Design Patterns rubric, lessons learned from this experience and, by including a sample game evaluation, demonstrate how the rubric is used.

View this abstract on the GLS 6.0.

GDC Talk– The Games for Learning Institute: Research on Design Patterns for Effective Educational Games

Published March 12th, 2010

Category Presentations

By Jan L Plass , Charles Hendee , Katherine Isbister and Ken Perlin

Topics gdc, gdc 2010,


gdc2010

Ken Perlin, Jan Plass, Katherine Isbister, and John Nordlinger discuss the research and activities of the Games for Learning Institute, specifically our research on design patterns for effective educational games, at the Serious Games Summit of the 2010 Game Developer’s Conference 2010 in San Fransisco  March 10, 2010.

“Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games”

Published October 19th, 2009

Category Presentations

By Juan Barrientos

Topics Business, Kauffman Foundation, Merrilea Mayo, National Academies, Serious Games,


Presented by Merrilea J. Mayo (Director, Future of Learning Initiatives Ewing Marion Kauffman Foundation: mmayo@kauffman.org) at the National Academies’ workshop on Learning Science: Computer Games, Simulations and Education on Oct 6-7

Beginning with Jim Gee’s recognition of bona fide learning processes in his and his son’s video-game playing [1], and propelled to public recognition through Ben Sawyer and David Rejeski’s launching of the Serious Games movement[2] and its attendant conference, the use of video games to teach academic content has now reached a level of national interest. Game-informed learning is now the basis for a new urban school serving grades 6-12 [3]; numerous colleges and universities offer game design courses [4]; engineering professional societies have launched member sections devoted to games [5]; a recent issue of Science magazine featured several articles on virtual-world and game-based learning [6]; foundations have recently poured millions of dollars into research on games and learning ($50M from the MacArthur Foundation alone [7]), and the venerable National Academies, as evidenced by this volume, has begun to hold workshops on the topic.

“Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games”