Technology Tools for Game-Based Learning

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Thu. Feb 8, 1:00 - 4:30 PM (-04)
CETL-Technology Lab  
 

Video games are a staple in the daily lives of the Millennials and Gen Zs who continue to grow and live in digital gaming environments. In this workshop, we address how play, video games, and interactive digital environments affect learning, reflection and creativity. According to the Pew Research Center, 72% of millennials play video games, some on a daily basis. Furthermore, 57% of these millennials play with others online (Pew Research Center, http://www.pewinternet.org). These figures indicate that we need to be looking at gaming as a tool for individual and collaborative online learning. According to research by Olson (2010), gaming increases attention, retention, accuracy, multitasking, and scores on creativity tests. With the emergence of online or mobile games such as Candy Crush, Angry Birds, Who Am I?, Farm Heroes, Bejewelled and Pet Rescue, which have transcended from to mobile and social media platforms, we can no longer ignore the proliferation of games and digital media on the lives of the persons we teach. This workshop will pique your interest in game-based learning by introducing you to online gaming tools such as Who Wants to Be a Millionaire?, and Jeopardy, allowing you the opportunity to customize the games to your course contexts. In so doing, these technology tools allow for game-based learning, maximizing the 21st century teaching and learning experience.

Learning Objectives (By the end of this session, you will be able to):

  1. Define game-based learning
  2. Distinguish between Gamification and Game-Based Learning
  3. Evaluate the application of games in 21st century education
  4. Create interactive video games for learning
  5. Identify the most appropriate technology gaming tools for course delivery
    Topics:
    • What is Game-Based Learning?
    • Gamification Vs Game-Based Learning
    • The Benefits of Game-Based Learning in 21st Century Education
    • A Systematic Approach to Incorporating Games for Teaching & Learning Purposes
    • Technology Gaming Tools:
    o Who Wants to be a Millionaire?
    o Jeopardy!
    o Puzzlemaker
    • How can these technology gaming tools be used in course delivery.

Dr. Margo Burns

CETL-Technology Lab
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