Transcript Slide 1
SURF November 15, 2005 Utrecht, The Netherlands Marc Prensky [email protected] www.marcprensky.com © © 2005 2005 Marc Marc Prensky Prensky Reference Slides Workshop: Course Modding; Creating Learning the Natives Will Love Marc Prensky [email protected] www.marcprensky.com © 2005 Marc Prensky Plan for Day (Subject to You) Mod 1: Your Needs 9:30-10:00 Mod 2: Framework 10:00-10:30 Break xx 10:30-11:00 Mod 2: Re-creation 11:00-12:00 Mod 3: Reports + Discussion 12:00-12:30 © 2005 Marc Pren Engagement (= motivation, passion) © 2005 Marc Prensky Content won’t help kids continue to learn, but ENGAGEMENT WILL! © 2005 Marc Prensky Conventional Speed Step-by-Step Linear Processing Text First Work-Oriented Stand-Alone The Communicating IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data e-Life Coordinating Searching Evaluating Analyzing Projects, workgroups, MMORPGs Reputation systems– Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors Info, connections, people SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing © 2005 Marc Prensky We have a “Digital Immigrant Accent” • • • • Printing out our e-mails No instant messaging Not Going to the Internet First Thinking “Real Life” happens only off-line • Learning as Work © 2005 Marc Prensky “Kids want to put their own mark on the site.” – Deborah Schwartz, MOMA © 2005 Marc Prensky “What people put into the Internet is much more important to them than what they take out of it.” – Tim Berners-Lee © 2005 Marc Prensky What’s different about the new technology is that it is programmable. – Alan Kay © 2005 Marc Prensky “[They are] living in dataspace, begging to handle more simultaneous data streams than their parents ever imagined.” -- Beck and Wade: Got Game © 2005 Marc Prensky “I don’t want to study Rome in high school. Hell, I build Rome every day in my online game (Caesar III).” – Colin, Age 16 © 2005 Marc Prensky “Players are producing as much as they are consuming – perhaps more.” – JC Herz © 2005 Marc Prensky and the Game System Reviews Official sites Fan sites games Mags Blogs IM/chat is a big part of the learning process © 2005 Marc Prensky Today’s Games: Complexity Matters “Mini” “Complex” 5 min-2hours TRIVIAL 8-100 hours NOT TRIVIAL Or, at best, One-Noted Complex Games take the same amount of time as a course (30100 hours) © 2005 Marc Prensky GOALS Be A Hero You need to overcome and you need your friends The Entire Span of Human History is in Your Hands Rise through the ranks to General. Create, Customize and Control Your World. Tell Your own stories. Mix genes from one generation to the next. Meet your friends and tackle a quest together. Your accomplishments have a unique influence on your future. © 2005 Marc Prensky Reasons Games Engage Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story Enjoyment and Pleasure Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion © 2005 Marc Prensky Reasons Games Engage Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story Enjoyment and Pleasure Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion © 2005 Marc Prensky Reasons kids learn from games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. Doing and reflecting Appreciating good design Seeing interrelationships Mastering game language Relating the game world to other worlds Taking risks with reduced consequences Putting out effort because they care Combining multiple identities Watching their own behavior Getting more out than what they put in Being rewarded for achievement Being encouraged to practice Having to master new skills at each level Tasks being neither too easy nor too hard. Doing, thinking and strategizing Getting to do things their own way Discovering meaning Reading in context 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. Relating information Meshing information from multiple media Understanding how knowledge is stored Thinking intuitively Practicing in a simplified setting Being led from easy problems to harder ones Mastering upfront things needed later Repeating basic skills in many games Receiving information just when it is needed Trying rather than following instructions Applying learning from problems to later ones Thinking about the game and the real world Thinking about the game and how they learn Thinking about the games and their culture Finding meaning in all parts of the game Sharing with other players Being part of the gaming world Helping others and modifying games, in addition to just playing. Reasons kids learn from games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. Doing and reflecting Appreciating good design Seeing interrelationships Mastering game language Relating the game world to other worlds Taking risks with reduced consequences Putting out effort because they care Combining multiple identities Watching their own behavior Getting more out than what they put in Being rewarded for achievement Being encouraged to practice Having to master new skills at each level Tasks being neither too easy nor too hard. Doing, thinking and strategizing Getting to do things their own way Discovering meaning Reading in context 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. Relating information Meshing information from multiple media Understanding how knowledge is stored Thinking intuitively Practicing in a simplified setting Being led from easy problems to harder ones Mastering upfront things needed later Repeating basic skills in many games Receiving information just when it is needed Trying rather than following instructions Applying learning from problems to later ones Thinking about the game and the real world Thinking about the game and how they learn Thinking about the games and their culture Finding meaning in all parts of the game Sharing with other players Being part of the gaming world Helping others and modifying games, in addition to just playing. What Do They Learn? • • • • • How (to do things) What (Rules) Why (Strategy) Where (Environment) Whether (Ethics) © 2005 Marc Prensky What Do They Learn? Areas various researchers claim are improved by Playing Video Games visual selective attention multiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies & procedures use of symbols problem solving sequence learning deductive reasoning © 2005 Marc Prensky What Do They Learn? Areas various researchers claim are improved by Playing Video Games visual selective attention multiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies & procedures use of symbols problem solving sequence learning deductive reasoning © 2005 Marc Prensky “Things like strategy, multi-task processing, problem-solving, symbols & map-reading, and media literacy are skills that I will use no matter what profession I elect.” - a high school student © 2005 Marc Prensky “I’ve learned to think really fast, and to take risks.” – 4th grader, Age 10 © 2005 Marc Prensky “Gamers have amassed thousands of hours of rapidly analyzing new situations, interacting with characters they don’t really know, and solving problems quickly and independently.” -- Beck and Wade, Got Game © 2005 Marc Prensky Gamer Attitudes Beck and Wade: Got Game • Don’t be Afraid to Fail – Take risks to get rewards • Winning Matters • Immerse Yourself in Data • Be a Hero • Work in Teams • Make the Tough Calls • Take Responsibility • Take different perspectives • Add Value • Make Things Better • © 2005 2003 Marc Prensky Questions! • Who plays a game that relates to what we are discussing? • Can you think of an example of this in your games? • Who wants to write a game report (or review) for credit? Including “ethical issues and how I dealt with them” value this stuff! © 2005 Marc Prensky Complex Game Design: 1. Focuses on the user’s engagement 2. Involves frequent, important decisions 3. “Levels up” toward clear, important goals 4. Adapts to each player individually 5. Is done by iteration and playing, not theory 6. Emphasizes Gameplay, not Eye Candy! © 2005 Marc Prensky includes • • • • • • • Continuous decision making Level Ups Good pacing Complexity Important choices Immediate feedback Adapting to the player’s skills © 2005 Marc Prensky Teachers (Digital Immigrants) are used to Students (Digital Natives) prefer • Presentation • Gameplay • Linear Stories • Random Access & Branching Options • One Thing at a Time • Multiple Data Streams • In Person • Online ENGAGEMENT © 2005 Marc Prensky Curriculum Design Game Design Focus • Content • Engagement Mode • Presentation • Gameplay • Relatively Rare • Frequent and important Decisions ENGAGEMENT © 2005 Marc Prensky “Whenever you add an instructional designer, they suck the fun out” – A Game Designer © 2005 Marc Prensky “Fun is the act of mastering a problem mentally.” -- Rafe Kotter: A Theory of Fun © 2005 Marc Prensky Mobile Phones: Powerful Computers Inexpensive Always in their pocket Optimized for Communication Full of Useful Add-ons e.g. Cameras, GPS, internet Easy to download to Attachable to External input/output Missing? Imagination! © 2005 Marc Prensky We Can Use Mobile Phones for Learning: Skills. Languages. Poetry. Literature. Public Speaking. Writing. Storytelling. History. Surveys. Polls. Match-ups. Testing. Communication. Memory aids. Blogging. …and even assessment ©© 2003 2005Marc Marc Prensky Prensky Challenges: 1. Focus on the user’s engagement 2. Have frequent, important decisions 3. “Level up” toward clear, important goals 4. Adapt to each player individually 5. Include iteration 6. Emphasize Gameplay, not Eye Candy or Text © 2005 Marc Prensky Ways To Make Your Courses More Engaging: 1. Engagement. Let the learners be responsible for the content. You focus on the context. Minimize Text. 2. Focus on Gameplay above Content (Gameplay = continuous decision making, level ups, good pacing, complexity, important choices, immediate feedback, adapting to each players skills) 3. Goals: Always provide short (lesson), medium (module) and long-term (course) goals that are very clear to the students and that the students want to reach. State your goals in terms of behavior (i.e. do something, overcome, be a hero, get to a destination), rather than knowledge. 4. Make your course a series of important decisions for every learner. 5. Breakup your course skills into mini-levels. Make it clear to the learners where they stand, and how they can “level up.” Offer special things that are restricted to the higher levels. 6. Continually search for and use ways of adapting your course to each kid’s skill level and progress. Making Courses More Engaging Create Media clips Competitions/Contests Ongoing projects Outside content Student Led Discussions Choice / Different order Rating comments Ethics/Gray Areas ©© 2003 2005Marc Marc Prensky Prensky Making Courses More Engaging Find a picture Web Quests Send a letter Balloon/caption Contensts Write directions Teach someone ©© 2003 2005Marc Marc Prensky Prensky Making Courses More Engaging Guest Speakers Game Templates Create Good Questions Self-formed teams Post and Rank Decisions Comparisons ©© 2003 2005Marc Marc Prensky Prensky Making Courses More Engaging Competition Puzzlers Call Ins Interation Student content COTS Games ©© 2003 2005Marc Marc Prensky Prensky • Language • Politics • Art • Management • Science/Engineering