Event Information
Other presentations in this group:
In this session, we'll explore the transformative potential of video games in education, focusing on how they can engage students and enhance learning. Topics will include strategies for repurposing video games to teach specific curriculum areas, such as Ubisoft's Assassin's Creed Discovery Tour to bring history lessons to life, and Nintendo's Mario Maker 2 to help students demonstrate their understanding of binary concepts. We'll also cover how popular games can provide valuable opportunities for students to facilitate hands on practical application of smart skills through Xbox’s Beyond Field Trips series. As a bridge to the video games industry, Ukie’s Digital Schoolhouse is unique in its access to the industry, providing tools and resources for integrating video games into education. Attendees will leave with actionable strategies to elevate their teaching and engage students in dynamic new ways.
The audience will get the opportunity to play some of the games described in the talk as a way of demonstrating the pedagogical approach being outlined.
Session Breakdown (60 Minutes)
Introduction (5 minutes)
Briefly introduce myself and the session topic.
Outline the objectives and what participants can expect to learn.
Engagement with Video Games (10 minutes)
Present examples of commercial games that can be used in an educational setting like Assassin's Creed Discovery Tour and Mario Maker 2.
Discuss how these games engage students and support learning.
Interactive Activity (15 minutes)
Group Activity: Divide participants into small groups.
Each group brainstorms how they might incorporate a selected game into their curriculum, focusing on specific learning outcomes.
Showcase of Tools and Resources (10 minutes)
Introduce resources like Ukie’s Digital Schoolhouse and Xbox’s Beyond Field Trips.
Highlight how these resources support game-based learning and skill development.
Hands-On Experience (15 minutes)
Provide a brief demo or guided practice with one of the games (e.g., level creation in Mario Maker 2).
Allow participants to experiment and create their own level. (I will bring Nintendo Switches to facilitate this section)
Reflection and Discussion (5 minutes)
Facilitate a group discussion on what participants learned and how they can apply these strategies in their teaching.
Encourage sharing of insights and questions.
Conclusion and Takeaways (5 minutes)
Summarise key points from the session.
Distribute handouts or resources for further exploration.
Provide contact information for follow-up questions or collaboration.
Articles and Research Papers
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy - This book explores how video games can serve as effective learning tools by promoting engagement, problem-solving, and critical thinking.
Papastergiou, M. (2009). “Digital Game-based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation.” Computers & Education, 52(1), 1-12.- This study examines the effects of game-based learning on student motivation and learning outcomes.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). “From Game Design Elements to Gamefulness: defining" Gamification."” - This paper discusses the principles of gamification and its application in educational settings.
Books
Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in Virtual Worlds. - This book focuses on how virtual environments can support scientific thinking and problem-solving.
Kebritchi, M., & Hirumi, A. (2008). “Examining the Pedagogical Foundations of Modern Game-Based Learning Theories.” Computers & Education, 51(4), 2250-2264. - This book discusses the pedagogical foundations and frameworks for game-based learning.
Recognized Experts
James Paul Gee
A leading researcher in literacy studies and learning, known for his work on the intersection of video games and education.
Katherine Isbister
A researcher focused on human-computer interaction and the role of games in education, with insights on the design of engaging learning experiences.
Constance Steinkuehler
An expert in educational psychology and learning sciences, recognized for her research on gaming and learning, particularly in STEM education.