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Let's Play! Standards-Aligned and Career-Focused Video Games for the Classroom

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 2

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Presenters

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Instructional Technology Specialist
The University of Oklahoma
@paigelilfield
@paigelilfield
Paige Littlefield is an Instructional Technology Specialist at The University of Oklahoma's K20 Center. She has previously worked as both a middle school teacher and as an instructional coach. Paige has her B.A. in English and her M.Ed in Instructional Design and Educational Technology. She is the co-author of "Let It Go: The Power of Student Generated Questioning in Inquiry Learning" in the November/ December 2017 issue of Knowledge Quest. Paige has served on several state level committees and presented at multiple state conferences, and is a tireless advocate for student voice and choice in the classroom.
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Technology Integration Specialist
University of Oklahoma
Danny Mattox is the director of the Oklahoma Educational Technology Trust, a project facilitated by the K20 Center for Educational and Community Renewal at the University of Oklahoma. Danny works with school communities across Oklahoma, providing ongoing support as they integrate classroom technologies in authentic and meaningful ways. Danny has taught middle school science, technology integration, meteorology, and media production for almost 20 years.

Session description

The K20 Center at the University of Oklahoma has been producing award-winning video games for K-12 students for over a decade. You'll explore up to 14 games featuring content from a variety of subject areas. All games are free and come with ready-to-use lesson plans.

Purpose & objective

Participants will be able to describe how educational video games can increase student engagement in the classroom.
Participants will gain an awareness of free, high-quality educational video games.
Participants will play (a portion of) the games they are most interested in.
Participants will gain an understanding of how the games align with their curriculum.
Participants will learn how to sign up for their own account so they can immediately begin using the games with their students.

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Outline

The content presented will be focused on 14 free educational video games developed by the K20 Center at the University of Oklahoma and how those games offer a unique way to achieve the attendee's curricular goals while increasing student engagement. The booth will include a large poster describing game-based learning and the titles available to play, along with the content covered in the games. Participants will be able to spend as much or as little time as they wish at the booth, as it will have several Chromebooks running the games for participants to play. The booth will be ran by three presenters who will be engaging in one-on-one or small group conversations to answer any questions they may have.

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Supporting research

Wilson, S. N., Engler, C. E., Black, J. E., Yager-Elorriaga, D. K., Thompson, W. M., McConnell, A., ... & Terry, R. A. (2017). Game-based learning and information literacy: A randomized controlled trial to determine the efficacy of two information literacy learning experiences. International Journal of Game-Based Learning (IJGBL), 7(4), 1-21.
https://www.igi-global.com/article/game-based-learning-and-information-literacy/188609

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
https://dl.acm.org/doi/abs/10.1145/950566.950596?casa_token=dVGYDgDyXFEAAAAA:tP6F3_bq16j7a3Z85A7ZFbc-330i5UTBZJaMHgxLR6CxX1S5wPbe4vzZWX1XZuwzaAtb-SYTEa6BzQ

Squire, K. D. (2013). Video game–based learning: An emerging paradigm for instruction. Performance Improvement Quarterly, 26(1), 101-130.
https://onlinelibrary.wiley.com/doi/abs/10.1002/piq.21139?casa_token=TSYq88eCrngAAAAA:9-eWYxmEYwYB-vg418kpH3cYjy5--HZHuKVLWd_s3Q8wH13bXOUaT2iMiyr73Ccr0Z6vZtt7FuvJcmdx

There are hundreds to thousands of publications on the benefits of game-based learning.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Library media specialists, Teachers
Attendee devices:
Devices not needed
Subject area:
Career and technical education, STEM/STEAM
ISTE Standards:
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Computational Thinker
  • Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.