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Video Games, Student Engagement and the Brain: Six Principles for Deeper Learning

,
Pennsylvania Convention Center, 124

Listen and learn: Ed talk
Recorded Session
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Presenters

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Director of Innovation
Northern Valley Regional High School
Dr. Marc Cicchino is the Director of Innovation in a high achieving public high school district in northern New Jersey, and an adjunct professor of research, writing, and game design at Rutgers University. He has published research on game-based learning and problem-based learning, and has a continued interest in all facets of student engagement. This includes student-centered pedagogy, UDL, the purposeful integration of instructional technology, and the intersection of neuroscience and learning.

Session description

Video games have long been known for their incredible power to sustain engagement for hours on end. Explore the techniques that games employ, the brain-based principles that make them so effective, and practical strategies we can use to achieve similar results in our classrooms.

Purpose & objective

Participants will know:
- The strategies commonly used by video games and other digital mediums to hook and sustain engagement
- The brain-based principles that make those strategies effective (the science of learning)

Participants will be able to:
- Implement similar practices in their own classrooms to heighten student engagement
- Extend their understandings to the implementation of digital tools (i.e. what makes some digital tools more effective or engaging than others)
- Understand why the effective classroom practices or strategies that they already use ARE as effective as they are
- Use new understandings to improve lesson design, to better engage individual students, and to provide feedback to colleagues (using these principles as a lens)

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Outline

The presentation will be divided into six parts, reflecting the six "principles" that video games employ to engage players. Each part will consist of three phases:
(#1) What do video games do?
(#2) From a neuroscience perspective, why is this effective or necessary?
(#3) As educators, what can we glean from this? What classroom strategies can we implement that achieves a similar result?

We will spend approximately ten minutes on each principle, bringing us to a full sixty minutes.

The audience will be asked to engage, brainstorm, and share their thoughts during each "phase #3." Strategies for this will include peer-to-peer interaction (turn and talk), as well as opportunities for device-based response submission.

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Supporting research

All strategies that are shared in this session are supported by research.

Books such as James Paul Gee's "What Video Games Have to Teach Us About Learning and Literacy" is a good example of documentation that supports the importance of this session topic.

Books on brain-based learning and neuroscience informed instructional practices, such as Eric Jensen's "Brain-Based Learning: Teaching the Way Students Really Learn," are also good examples documenting the importance and relevance of this session.

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Session specifications

Topic:
Science of Learning
Grade level:
PK-12
Skill level:
Beginner
Audience:
Teachers, Chief technology officers/superintendents/school board members, Curriculum/district specialists
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: iOS, Windows, Android
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Subject area:
Language arts, Math
ISTE Standards:
For Education Leaders:
Visionary Planner
  • Share lessons learned, best practices, challenges and the impact of learning with technology with other education leaders who want to learn from this work.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.