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Bringing Gaming into Classrooms at Scale - Andy Cargile, Senior Director of User Experience, SMART Technologies

This session will explore the complexity of implementing game-based learning pedagogies in classroom environments. Delivering research on current tools and techniques being used in classrooms in North America, the session will discuss the best practices to help engage students, support teachers and explore strategies with software to help with this transition.

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Bringing Gaming into Classrooms at Scale - Andy Cargile, Senior Director of User Experience, SMART Technologies

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  1. Bringing Gaming into Classrooms at Scale Serious Play July 16, 2018 Andy Cargile

  2. Body Defenders (1994)

  3. SMART: what we do Classroom Mobile Apps SMART Boards SMART Learning Suite Software

  4. SMART: what we do Classroom Mobile Apps SMART Boards SMART Learning Suite Software SMART Lab

  5. Classrooms are evolving game-based learning worksheets

  6. We saw a big challenge initially

  7. We wanted to make things easier for teachers Our biggest challenge has been awareness. man y 10 Difficulty Most teachers have the desire, but not the time or the skill. Usage few 1 time

  8. Let teachers create games + = teacher content 44% of our teachers use Lab daily; 38% weekly. thematic templates gamified activities

  9. Here’s an example

  10. Best Practices Supporting Teachers

  11. But first, a word about teachers… SEEs “showing the way” Status Quoers “set in their ways” + Unscaffolded Sages “ready to grow” Smooth Educators “in the zone” Disbelievers “not interested” teaching experience Up and Comers “on their way” Tech Educators “innovating with technology” Tech Stagnators “not moving” Tech-ready Newbies “starting out” Disillusionists “leaving the system” – + – comfort bringing technology into the classroom

  12. Reinforcement, not replacement

  13. Design strong onboarding within the game/tool Both content and pedagogy. 1. Select an activity 2. Add content 3. Select a theme ~ 5 min.

  14. Provide a repository of pre-made content Teachers like to borrow and tweak content to make it their own.

  15. Keep it simple 1. Select an activity 2. Add content 3. Select a theme

  16. Fast is essential

  17. Automate (formative) assessment

  18. Test in the lab…and in the classroom “Hmmm. I am just stumped.” “Now I’m just confused.” “…and I also have no idea how to play this game.” “I want to make one of those things. Hmmm.”

  19. Listen to wants…and watch for needs An early “paper prototype.” What’s missing?

  20. Let kids help (Teachers don’t have to do everything.)

  21. Best Practices Engaging Students

  22. But first, a word about Gen Z… Digitally Native Authentically Driven Generationally Different Socially Hyperconnected Smart Phone Centered Gaming is Core Consumption Focused Multi-dimensionally Stressed Gen Z They are not tech-savvy; they are tech dependent.23 Multi-taskers when doing homework (5 screens)22 91% of kids play video games 15 Mean age for a smart phone is 10-4 Among 0-8 year olds, a third of screen time is mobile 14 Kids are going online more often (doubled from 2009- 2016) 3 Parents are now gaming advocates: 75% of parents now play video games with their children.19 95% of households with kids 0-8 have smart phones; 42% have their own tablet 14 They don’t need adults to facilitate acquisition of information22 Digital Natives (kids K- 12+) don’t stay attached to anything for very long. 1 Lines are blurring between gaming and social19 Kids are using technology at a very young age and develop expertise 8

  23. Put fun first This is what you want to see in the classroom!

  24. Respect kids’ abilities Really?!

  25. Empower collaboration We’re talking IRL* here! Øivind Wiborg Damsgård skole - Norway

  26. Enable competition This is the way we juice it up, juice it up, juice it up!

  27. Facilitate physicality Oh no! I don’t have fingers!

  28. Let kids use their own devices “Students feel more confident being able to use their devices instead of being at the board in front of the entire class.” me? Did you miss

  29. Create appropriate challenge Again, really?!

  30. What’s Next?

  31. SMART is evolving game-based learning gamified activities

  32. “Torturous” “Savage” “Death”

  33. Monsters vs. Fractions

  34. ? Questions Thank You!!!

  35. References 1 - Digital Kids 2/20/17 2 – Erlauer (2003) “The Brain-Compatible Classroom: Using What We Know About Learning to Improve Teaching”. ACSD. 3 - Research and What to do With It...) 4 – KidsSay - digital-kids-special-edition 5 - Jensen (2005) “Teaching with the Brain in Mind”, 2nd ed. ACSD. 6 - Education 2.0 7 - Salen & Zimmerman (2003) “Rules of Play: Game Design Fundamentals”. MIT Press. 8 – SMART student learning ethnographic research 9 - Sprick (2009) “CHAMPS: A proactive and positive approach to classroom management”, 2nd ed. Pacific Northwest Publishing. 10 – SMART Lab Teacher Survey 2018 11 – Bill & Melinda Gates Foundation: TeachersKnowBest_Digital-Tools-2-Pager 12 – Yee (2015) “Gamer Motivation Model: Overview & Descriptions” in Quantic Foundry (blog). 13 - UNICEF SOWC_2017_ENG_WEB.pdf 14 - Common sense media 2017 census (Common Sense Media 0-8_executivesummary_release_final_1) 15 – NPD Group (https://www.digitaltrends.com/computing/91-percent-of-kids-play-video-games-says-study/) 16 – Csíkszentmihályi (1990) “Flow: The Psychology of Optimal Experience”. Harper & Row. 17 – Hamari et al (2016) “Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning” in Computers in Human Behaviour vol. 54, pp. 170‒179. doi: 10.1016/j.chb.2015.07.045 18 – SMART Teacher ethnographic research 19 – 16 trends that will define the future of video games. 20 - Takeuchi & Vaala (2014) “Level up learning: A national survey on teaching with digital games”. The Joan Ganz Cooney Center at Sesame Workshop. 21 – OECD/CERI (2008) “Assessment for Learning: Formative Assessment” presented at the 2008 OECD/CERI International Conference “Learning in the 21st Century: Research, Innovation and Policy” in Paris, May 15-16, 2008. 22 – Meet Generation Z: Forget Everything You Learned About Millennials 23 - What do we know about the generation after millennials?

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