How Games Help Us Learn | Game-Based Learning

Benjamin Keep, PhD, JD
1 Oct 202116:24

Summary

TLDRThis video explores how games enhance learning through three primary methods: increasing engagement by making activities fun, directly teaching concepts or skills, and preparing students for future learning. It highlights various examples, including 'Kahoot', 'Math Jump', 'Was it Trouble', 'Coding Ocean', and 'Dragon Box', emphasizing the importance of explicitly connecting game experiences to learning contexts to ensure educational effectiveness.

Takeaways

  • ๐ŸŽฎ Games can enhance learning by making educational activities more enjoyable, as seen in classroom apps like Kahoot which gamify question answering.
  • ๐Ÿ† Adding elements like points, leaderboards, and badges can motivate students and make learning more engaging.
  • ๐Ÿค” Gamification involves recasting tasks into game-like scenarios, such as solving math problems to keep a character alive in 'Math Jump'.
  • ๐Ÿฐ 'Was It Trouble' uses a storyline and gamified elements to teach linear equations in a fun and engaging way.
  • ๐Ÿ“š Games can directly teach concepts or skills, with examples like strategy games (e.g., Go, Chess) that develop strategic thinking applicable beyond the game.
  • ๐Ÿš€ The US military used airplane spotter cards in traditional games to educate civilians about identifying enemy aircraft during WWII.
  • ๐Ÿ’ก Game design can be centered around learning goals, integrating the mechanics with the educational content, as seen in 'Coding Ocean' and 'Dragon Box'.
  • ๐ŸŒฑ Games can prepare students for future learning by introducing concepts in a fun way, such as 'Stats Invaders' which introduces statistical distributions.
  • ๐ŸŽ“ Commercial video games like 'Call of Duty' and 'Civilization' can be used as a preparatory step before lectures on related topics.
  • ๐Ÿ”— The effectiveness of games in learning depends on making explicit connections between the game content and the educational objectives.
  • ๐Ÿ“ˆ Research shows that games can facilitate deeper understanding when used in conjunction with traditional educational methods, but the connection must be clear.

Q & A

  • What are the three ways games can help in learning?

    -Games can help in learning by making things more fun, directly teaching concepts or skills, and preparing students for future learning.

  • How does the game 'Kahoot' motivate students to learn?

    -'Kahoot' motivates students by turning answering questions into a competitive game where points and leaderboards make the learning process more enjoyable.

  • What is the purpose of the 'Math Jump' app?

    -The 'Math Jump' app makes solving arithmetic problems more engaging by incorporating a character that dies if problems are not solved correctly, thus adding a gamifying element.

  • How does the game 'Was It Trouble' make learning linear equations fun?

    -'Was It Trouble' gamifies learning linear equations by presenting them in a different context, involving puzzles and rescuing characters, making the task more appealing.

  • What is the difference between gamification and game-based learning?

    -Gamification involves adding game elements like points and competition to non-game activities to make them more fun, while game-based learning involves designing the game mechanics around specific learning goals.

  • How do strategy games like 'Go' and 'Chess' contribute to learning?

    -Strategy games like 'Go' and 'Chess' can teach strategic thinking and decision-making skills that can be applied in various real-life situations beyond the game.

  • What is the concept behind 'Coding Ocean'?

    -'Coding Ocean' is a game designed to teach programming by having players solve problems and direct a ship using command cards, thus learning programming concepts as they play.

  • How does 'Dragon Box' help in teaching math to young kids?

    -'Dragon Box' uses visual representations of numbers and interactive tasks to help students develop early numeracy skills and familiarity with numbers.

  • What is the purpose of 'Stats Invaders' in learning statistics?

    -'Stats Invaders' is designed to prepare students for future learning in statistics by familiarizing them with concepts like distributions and standard deviation through gameplay.

  • Why is it important to make explicit connections between the game and the learning context?

    -Making explicit connections between the game and the learning context is crucial for facilitating understanding and ensuring that students can apply what they've learned from the game to real-life situations or academic tasks.

  • Can a single game leverage all three approaches for learning?

    -Yes, a game can leverage all three approaches for learning by making the activity fun, directly teaching concepts or skills, and preparing students for future learning experiences.

Outlines

00:00

๐ŸŽฎ Games as Motivation and Fun Learning Tools

The first paragraph discusses how games can enhance learning by making the process more enjoyable and engaging. It highlights the use of games like Kahoot, which turns question-answering into a competitive activity, and Math Jump, where solving arithmetic problems keeps a character alive. The key principle here is that the gamification elements, such as points, leaderboards, and badges, transform mundane tasks into exciting challenges. The example of 'Was It Trouble' is also mentioned, where solving linear equations is disguised as freeing cute animals, making the learning process fun and less obvious.

05:01

๐Ÿค” Games Teaching Concepts and Skills

This paragraph delves into how games can directly impart knowledge and skills. It contrasts games like Mario, which improve skills relevant only within the game, with strategy games like Go and Chess that teach strategic thinking applicable in real-life scenarios. The paragraph also touches on the use of game mechanics in educational contexts, such as WWII airplane spotter cards, where the learning is an add-on rather than an integral part of the game. The concept of designing games with learning goals in mind is introduced, exemplified by 'Coding Ocean' and 'Dragon Box', where the gameplay mechanics are closely tied to the educational objectives.

10:02

๐ŸŒŸ Games as Preparation for Future Learning

The third paragraph explores the role of games in preparing students for future learning experiences. It uses 'Stats Invaders' as an example, where playing the game helps students grasp basic statistical concepts like distributions, making them more receptive to related lectures. The paragraph also mentions the use of commercial video games like 'Call of Duty' and 'Civilization' as a preparatory step before learning about WWII history. The key takeaway is that games can 'plow the field' of the brain, making students more receptive to new information.

15:04

๐Ÿ”— Making Explicit Connections for Effective Learning

The final paragraph emphasizes the importance of making explicit connections between the game and the learning context to enhance the educational impact. It points out that simply playing a game like 'Was It Trouble' or 'Dragon Box' does not guarantee improved performance in related tests unless the connection between the game and the learning material is clearly established. The paragraph underscores the need to bridge the game experience with real-world problem-solving to maximize the game's educational value.

Mindmap

Keywords

๐Ÿ’กGame-based Learning

Game-based learning is a method of education that utilizes games to teach knowledge and skills. In the video, this concept is central, as it explores how games can be designed to facilitate learning in various ways. Examples include 'Kahoot', which gamifies the process of answering questions, and 'Coding Ocean', where students learn programming by solving problems within the game.

๐Ÿ’กMotivation

Motivation is the drive or desire to do something, which is a key factor in how games can enhance learning. The video discusses how games like 'Kahoot' and 'Math Jump' motivate students by adding elements of competition and fun, making the learning process more engaging and enjoyable.

๐Ÿ’กCompetition

Competition is a common element in games that can stimulate learning. The video script mentions how dividing a class into groups and having them compete in answering questions, as in 'Kahoot', can make learning more exciting and encourage participation.

๐Ÿ’กGamification

Gamification refers to the application of game design elements in non-game contexts to make activities more engaging. The video distinguishes between gamification and game-based learning, using 'Kahoot' as an example of gamification where points, leaderboards, and badges are used to make answering questions more fun.

๐Ÿ’กSkills

Skills are abilities or competencies that can be developed through practice. The video discusses how games can teach both specific skills, like strategic thinking in 'Go' and 'Chess', and broader skills, such as problem-solving and critical thinking.

๐Ÿ’กConcepts

Concepts are abstract ideas or generalizations that can be understood and applied. The video script highlights that games can be designed to teach specific concepts, such as linear equations in 'Was It Trouble', and programming in 'Coding Ocean'.

๐Ÿ’กStrategy Games

Strategy games are a type of game that involves strategic thinking and planning. The video uses 'Go' and 'Chess' as examples of strategy games that can teach strategic thinking, which can be applied outside the game in various contexts like military or business strategy.

๐Ÿ’กPreparation for Future Learning

Preparation for future learning is a concept where games are used to set the stage for deeper understanding of a subject. The video mentions 'Stats Invaders' as an example, where playing the game prepares students for a lecture on basic statistics, enhancing their comprehension.

๐Ÿ’กConnections

Connections refer to the explicit linking of game experiences with learning objectives. The video emphasizes the importance of making these connections clear to students, as in the case of 'Was It Trouble', where understanding that the game involves solving linear equations is crucial for effective learning.

๐Ÿ’กDragon Box

Dragon Box is a suite of educational games designed to teach math skills. The video script uses 'Dragon Box Numbers' as an example of a game where the mechanics are closely tied to the learning goals, helping students develop early numeracy skills through engaging visual representations of numbers.

๐Ÿ’กExplicit Connections

Explicit connections are the deliberate and clear links made between the game and the learning objectives. The video stresses that making these connections is critical for the effectiveness of game-based learning, as it helps students understand the relevance of the game to their education.

Highlights

Games can enhance learning through three distinct ways and a key principle that applies to all types of games.

The first way games aid learning is by making educational activities more fun, as demonstrated by classroom apps like Kahoot.

Games can motivate students by incorporating points, leaderboards, and badges to traditional tasks, increasing engagement.

The app 'Math Jump' gamifies arithmetic problem-solving by adding a character that 'dies' if problems are answered incorrectly, making learning more engaging.

The game 'Was It Trouble' teaches linear equations in a fun way by casting the task in a different context, making the learning process enjoyable.

Games can directly teach concepts or skills, as opposed to just making activities fun, with examples including strategy games like Go and Chess.

Every game teaches something, whether it's relevant outside the game or not, and the learning can be both conceptual and skill-based.

Games like 'Coding Ocean' are designed with learning goals in mind, making the game mechanics and learning intimately connected.

The game 'Dragon Box Numbers' uses visualizations and interactive elements to develop early numeracy skills in children.

Games can also be used as preparation for future learning experiences, priming the brain for deeper understanding of later information.

The game 'Stats Invaders' is designed to prepare students for learning about basic statistics through an engaging gameplay experience.

Commercial video games like 'Call of Duty' and 'Civilization' can be used to enhance students' understanding of related lectures on history.

Games can be categorized into gamification, which adds game-like elements to activities, and game-based learning, where the mechanics are connected to learning goals.

Making explicit connections between the game and the learning context is critical for the game to be effective in facilitating learning.

Games can leverage all three approaches of making activities fun, directly teaching concepts, and preparing for future learning.

The effectiveness of games in learning is enhanced when the connection between the game experience and real-world problem-solving is made explicit.

Highlighting the importance of bridging game experiences with external contexts to maximize the game's power in facilitating learning.

Transcripts

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there's basically

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three ways that games can help you learn

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and there's one principle that comes up

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over and over and over again for

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improving

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how well games teach something so we're

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going to talk about those three ways and

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at the end of the video i'm going to get

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into this key principle that i think

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applies pretty much across the

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board

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to games of all kinds

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the first way is that games make things

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more

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fun

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right so the first way is just to

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motivate people to do something that is

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going to teach them something and you

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see this in the wildly popular classroom

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app

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called kahoot now if you're not familiar

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with basically it's a

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way of answering questions

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and you get points for answering

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questions in a classroom you might

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divide the class into two groups and one

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group is answering the same questions as

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another group and then whichever group

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answers more questions correctly they

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win the game now in this kind of setup

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the basic task remains the same right

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students are just answering questions

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that a teacher might ask anyhow just as

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like a random question that you might

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ask a student during a class discussion

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but in this setting the students are

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getting points for

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answering that question correctly and so

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it's the points and the kind of

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competition aspect that make the

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learning process more fun so people are

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going to spend more time with it they're

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going to be happier playing kahoot

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rather than just answering questions all

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by themselves it's a good app i don't

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know what else to say about it but

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adding points and leaderboards and

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badges

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this isn't the only way to make

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something more fun let's look at another

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app real quick this is an app that i

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downloaded a little while ago it's

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called math jump it's not a very

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sophisticated app basically the idea is

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that you solve arithmetic problems

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quickly and correctly

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or your character

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dies

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so you have a little character it's

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running along these different paths and

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then as long as you keep solving

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problems it'll jump at the right time if

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you're just solving equations on a piece

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of paper people find that boring but if

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you're watching this little character

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you know jump and where you you have

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some responsibility to this character to

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keep it alive

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you're you're kind of adding this

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gamifying element to make it more fun

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but there's another example and maybe a

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better example of this approach is a

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game called was it trouble it's also a

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math learning game and basically the

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idea is that you are trying to free

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these little cute animals called wazits

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from their

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prison i guess they've been imprisoned

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somehow and

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to do this you have to solve these

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little puzzles that involve different

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kinds of gears you've got some game

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elements here that are similar to points

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which

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are the gems and i think the stars that

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you get from solving problems correctly

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but then you're also freeing these

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little characters so there's a little

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bit of a storyline

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but they've added another element to

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make it fun as well which is the

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cast of the problem they've recast the

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task into something different was it

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trouble focuses on teaching linear

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equations and solving linear equations

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and actually that is what students do

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they solve linear equations in the app

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but they might not even realize they're

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solving linear equations because it's

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presented in a very different way

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than

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they would be presented in a classroom

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context more on was it trouble

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a little bit later so first way first

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way the games help they can make things

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more fun

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interesting but not earth-shattering now

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the second way is that games can

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directly teach

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concepts or skills there's a few

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different ways of doing this so i want

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to walk through some examples so that

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you can see how different games

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accomplish this but before we get to

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that it's important to recognize that

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every game teaches you something and

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that includes both concepts

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and skills for instance when we play

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mario we get better at things like

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jumping at the right time and avoiding

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enemies at collecting coins right these

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are all skills that mario players will

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get better at over time and we also gain

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knowledge from playing mario

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what do these different kinds of

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mushrooms do or mean how does a red

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shell turtle differ from a green

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shell turtle the bigger question isn't

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whether we're learning something but

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it's what

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we are learning if you spend 100 hours

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playing mario you're going to get pretty

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darn good at playing mario and jumping

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at the right time and collecting all the

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coins and finding the secret levels and

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all these things

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but

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all those skills and that knowledge that

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you gain from playing mario is not

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necessarily going to be relevant outside

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of the mario

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game so

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if the skills that you learn are not

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relevant outside of the game then

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usually that's not the kind of learning

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that we're interested in when we're

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talking about game-based learning we're

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usually talking about a game that is

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helping us learn a skill that is outside

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of the game itself let's look at some

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examples strategy games like go and

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chess have been used for a long time to

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think about

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strategic thinking outside of those

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games so for instance there is a proverb

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in go that says

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attack from strength so if you attack

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with a weak group that's a bad thing

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because you're liable to get

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counter-attacked very easily or the idea

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that you need to take more risks when

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you are behind

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you might learn that in a game but then

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apply that to a military setting or

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maybe a business setting or something

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like this with strategy games and some

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other games what we're thinking about is

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kind of

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using the game as an analogy

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for some other

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uh domain that we're interested in but

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let's look at another example here in

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world war ii the us military developed

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these uh airplane spotter cards for

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civilian volunteers as people played

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their normal card games as people played

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poker or spades or hearts or whatever

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they would be using cards that had axis

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planes and ally planes on them so that

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you know if i don't know some german

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plane came flying over the american

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countryside uh they would they would be

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able to recognize that plane and report

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that plane to the military or the

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government in this kind of scenario in

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this kind of setting the game mechanics

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don't really have anything to do with

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the learning you're just going to play

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the game that you play

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and you know the learning the supposed

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learning that's going on here which is

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you getting familiar with different

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airplanes and air types that's kind of

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just tacked on to the side with a

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strategy game like chess you invent the

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game and then it's up to the players to

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figure out how to apply principles of

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the game outside of chess with the plane

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spotter cards the learning is bolted on

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after the fact it's kind of just a

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little addendum to help people learn

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something while they're playing the game

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but there is another whole way of

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designing games for learning and that is

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to think about the learning goal first

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and then design the game

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around that learning goal so that the

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mechanics of the game the actual

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decisions that you

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make and the moves that you play as you

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play the game those are

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also learning events like the game and

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the learning are intimately connected

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this game for instance it's called

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coding ocean

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and it is it is a game designed to teach

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students

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how to program they have a little

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map here you have a little ship these

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cards are commands

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for your ship to go and so basically you

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have to solve these little problems

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where you lay out cards

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uh to direct your ship to go to certain

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things or accomplish certain tasks find

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treasure avoid whirlpools and this kind

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of thing as the levels increase the game

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introduces things like conditions and

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loops

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and

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uh recursion in essence the students are

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writing programs

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as they play the game so this is an

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example of a game where the mechanics

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and learning goals are kind of

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intimately

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connected another example is a game like

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dragon box the specific game that i'm

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talking about here is called dragon box

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numbers but they have a whole suite of

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different games for uh teaching math to

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young kids and the idea here is to get

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students familiar with numbers and and

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kind of develop early numeracy in kids

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to do this they've built visualizations

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of the numbers with like sounds and

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these little monsters and students have

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to do various manipulations and build

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shapes with it they get money which they

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have to spend and of course the money is

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another reference numerical

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representation and so students get

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better at say paying for the things with

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the money they develop and so

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the whole idea behind

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the dragon box suite of games is that

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the learning goal comes first they

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decide on what the learning goal is and

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then they develop mechanics around that

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game i have to take a little bit of an

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aside here because a lot of researchers

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and developers they use the terms

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gamification and game based learning in

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uh two different ways so gamification is

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kind of like the games i was talking

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about in the first part of this video

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kahoot for example is an example of

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gamification game based learning is more

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like these examples that i'm talking

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about now where the game mechanics are

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intimately connected to the learning

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goals and they are developed around

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those learning goals so uh coding ocean

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that i just mentioned and

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dragon box

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the other one that i just mentioned

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literally 30 seconds ago so if you ever

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run into someone that's like that's not

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game based learning that's gamification

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you know now you you know why they're

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saying that but there's another way that

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games can help you learn which i haven't

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even gotten to yet and that is that

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games can prepare

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students for future learning what i mean

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by that is that the game doesn't really

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directly teach you anything but what

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happens is that

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to to use a metaphor here

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the game

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kills the field or plows the field of

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the brain so that later on when you do

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get that lecture or that information or

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you read that chapter you understand

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more deeply of what's uh what's

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happening because you're kind of prepped

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you're prepared to understand that

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information so let's look at a few

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examples of this approach this is space

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invaders which is an old game that i

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played for many hours

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as a kid

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and this is a screenshot from stats

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invaders now stats invaders is basically

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inspired by space invaders but it was

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designed as a preparation for future

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learning experience so the way it works

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is that alien ships drop down from the

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top of the screen and you're on the

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bottom of the screen you're trying to

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like

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you you're trying to uh

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destroy these alien ships because i i

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think the aliens are trying to destroy

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you i don't think they're friendly

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aliens and in the game you have to

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decide what distribution

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matches the way that the aliens have

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been coming down so if a bunch of aliens

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are just coming down like straight down

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straight down all the time and only a

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few are coming in on the side maybe

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that's a normal distribution or if you

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have a binomial distribution that's the

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one with two humps on the side

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maybe you get a lot of aliens coming

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down here but not as many on the outside

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this game

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is not really meant to teach something

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on its own but what it's meant to do is

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be paired with instruction

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on basic statistics so uh mean standard

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deviation uh different kinds of

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distributions and the research on this

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shows that yeah hey this game does help

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it does

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get students more familiar with the

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basic concepts so that when they do read

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more about standard deviation or listen

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to a lecture on standard deviation they

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get a lot more out of that lecture so

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there's a researcher who basically did a

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whole dissertation on how to use

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commercial video games as preparation

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for future learning experiences the

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games that he used were call of duty and

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civilization the basic idea was the same

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as stats invaders you have students play

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these games initially

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for a number of hours and then they hear

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a lecture on the material so they play

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call of duty which has to do with world

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war ii and then they

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hear a lecture on certain certain

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aspects of world war ii or maybe world

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war ii battles the students here they

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don't get anything out of playing the

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game directly if you give them a test on

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the history of world war ii after they

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played the

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uh call of duty they're not gonna

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magically know stuff about world war ii

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what happens is that a group of students

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who plays call of duty first before

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getting that lecture they end up getting

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a lot more out of that lecture than a

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group of students who has not had that

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preparatory experience beforehand i have

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an old video about preparation for

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future learning i'll put that in a link

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at the top of the video and i'll also

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put that in a link in the description

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before we get to this key principle that

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i referenced in the beginning i want to

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be clear that uh it's not like a single

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game falls into one of these categories

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a game can leverage all three of these

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approaches for instance was it trouble

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it uses gems and it uses kind of

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gamified elements to make the play more

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fun that's one thing it also is focused

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on teaching skills and concepts and it's

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it's a kind of classic game based

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learning example because they had

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learning goals that they started out

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with and then they designed the game

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around those learning goals and it could

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also be used as a preparation for future

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learning experience if

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you know you put

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the game in a classroom context and have

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students play the game and then give

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students more practice at solving these

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linear equations there is one critical

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thing

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that

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makes games effective for learning and

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it's something that people tend to

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forget about when they start to

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incorporate

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games into learning experiences and that

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is to make explicit connections between

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the game and whatever

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context or whatever situation that you

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want students to learn about if we had

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students play was it trouble for five

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hours and then we gave them a test on

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linear equations they are not going to

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necessarily perform that well on the

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test they actually might not even know

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that they've been solving linear

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equations yeah but if you have students

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play was it trouble and you talk

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explicitly about how the game is

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re-representing linear equation problems

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then

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you've got a recipe for

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success this has happened in some of the

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research on dragon box for instance

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where students they've reached very very

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high levels in solving algebra problems

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in dragon box but

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then when you actually give them say a

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standard algebra test they don't do any

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better than students who haven't played

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the game now the problem is not that

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dragon box wasn't teaching them things

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it's that the students didn't make the

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connection between the game experience

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and the problem solving the actual

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algebra problem solving the more that

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you bridge the game experience with

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experiences outside of the game or in

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other contexts the more powerful that

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game is going to be for facilitating

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learning if this has helped you

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understand

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how games impact learning

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i would really appreciate it if you

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liked this video so that it could spread

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to other people and if you have good

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game-based learning examples

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leave one in the comments i know that

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there are some really amazing learning

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games out there and there are also some

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truly

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astonishingly terrible games out there

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as well for more videos like this well

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you know what to do

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thanks everyone

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Related Tags
Game-Based LearningEducational GamesMotivationSkills DevelopmentConcept TeachingLearning PreparationKahoot AppMath JumpCoding OceanDragon BoxGamification