We create our own educational game and it will be interesting for teenagers. We are going to present it on the 7th week
Maksat: This project is interesting for teenagers and convenient for using
Fariza: Using games at the lesson is effective way of teaching
We wrote notes from taking information and we compared answers and statistics
We took interview from school students then we discussed results formaking a decision
We searched information from different websites and we read articles from magazines and books in the library
Our collaboration has helped us while taking an interview and during whole project
We wrote reports and notes extended connected text
We discussed next steps of our project
Skimming, scanning, inferencing, extracting data from timetable
Functions and
sub-skills
In order to find solution of our EQ we watched a video
We found out more facts about our theme and put aims then we made a schedule.
Preliminary preparation: We came up with the Essential Question and discuss about the objectives of our project then we began to look for information.
Language
Implementation
Planning
Achievement of objectives
We had prepared written report on the project
Skills
Listening
Reading
Speaking
Writing
Essential Questions
Our essential questions are provocative, open-ended, and challenging which are all characteristics of a great essential question. . This is an interesting topic for teens, because it is relevant for them and it has meaning in their lives at that moment of time. Our essential questions have not fixed answer. In order to create solutions, we should gather different types of information and analyze answers. They encourage higher levels of cognitive processing – analysis, inference, evaluation, predicting, synthesis or creation. Our essential questions are different from many of the questions teachers typically ask students in class. The most commonly asked question type is factual – a question that seeks “the “ correct answer Our essential questions encourage discussion or collaboration.
Research
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations, Wittgenstein argued that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. From this, Wittgenstein concluded that people apply the term game to a range of disparate human activities that bear to one another only what one might call family resemblances. As the following game definitions show, this conclusion was not a final one and today many philosophers, like Thomas Hurka, think that Wittgenstein was wrong and that Bernard Suits' definition is a good answer to the problem.
French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men), defined a game as an activity that must have the following characteristics:
fun: the activity is chosen for its light-hearted character
separate: it is circumscribed in time and place
uncertain: the outcome of the activity is unforeseeable
non-productive: participation does not accomplish anything useful
governed by rules: the activity has rules that are different from everyday life
fictitious: it is accompanied by the awareness of a different reality
Other definitions
"A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome." (Katie Salen and Eric Zimmerman)
"A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal." (Greg Costikyan) According to this definition, some "games" that do not involve choices, such as Chutes and Ladders, Candy Land, and War are not technically games any more than a slot machine is.
"A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." (Clark C. Abt)
"At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome." (Elliot Avedon and Brian Sutton-Smith)
"A game is a form of play with goals and structure." (Kevin J. Maroney)
"to play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity." (Bernard Suits)
"When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation." (Jane McGonigal)
Gameplay elements and classification
Games can be characterized by "what the player does." This is often referred to as gameplay. Major key elements identified in this context are tools and rules that define the overall context of game.
Rules
Rules generally determine the time-keeping system, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).
Skill, strategy, and chance
A game’s tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are classified accordingly.
Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mah-jongg, roulette, etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk, Settlers of Catan, and Carcassonne.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment. Educational games are games that are designed to help people to learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy our fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.
Types of Educational Game
Video games
Some people call these types of games edutainment because they combine education and entertainment. Closely related to the use of educational games is the use of what is known as Serious games. An educational computer game can be defined as an electronic medium with all the characteristics of a gaming environment that have intended educational outcomes targeted at specific groups of learners.
Video games can aid the development of proficiency by allowing users to interact with objects and manipulate variables. They are said to be particularly effective when designed to address a specific problem or teach a certain skill in curriculum subjects, where specific objectives can be stated and when deployed selectively within a context relevant to the learning activity and goal.
Simple types of games can be designed to address specific learning outcomes such as recall of factual content. For instance, the Nobel Prize Foundation website uses on-line games to aid children in understanding the discoveries made by its laureates by embedding the scientific knowledge as part of the game environment.
To aid in educating students and adults about the finer details of different political systems, numerous companies have developed simulations that immerse the player into different political systems by forcing them to make realistic political decisions. These games vary from running an actual election campaign to games that allow the player to make the day-to-day decisions of running a country, as seen in Democracy. These types of games are targeted at students, educators and adults alike.
Board games
Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat), and the board may be a map on which the players' tokens move. Virtually all board games involve "turn-based" play; one player contemplates and then makes a move, then the next player does the same, and a player can only act on their turn. This is opposed to "real-time" play as is found in some card games, most sports and most video games.
Some games, such as chess and Go, are entirely deterministic, relying only on the strategy element for their interest. Such games are usually described as having "perfect information"; the only unknown is the exact thought processes of one's opponent, not the outcome of any unknown event inherent in the game (such as a card draw or die roll). Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land and Chutes and Ladders having virtually no decisions to be made. By some definitions, such as that by Greg Costikyan, they are not games since there are no decisions to make which effect the outcome. Many other games involving a high degree of luck do not allow direct attacks between opponents; the random event simply determines a gain or loss in the standing of the current player within the game, which is independent of any other player; the "game" then is actually a "race" by definitions such as Crawford's.
Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games.
Board game groups include race games, roll-and-move games, abstract strategy games, word games, and wargames, as well as trivia and other elements. Some board games fall into multiple groups or incorporate elements of other genres: Cranium is one popular example, where players must succeed in each of four skills: artistry, live performance, trivia, and language.
Pencil and paper games
Pencil and paper games require little or no specialized equipment other than writing materials, though some such games have been commercialized as board games (Scrabble, for instance, is based on the idea of a crossword puzzle, and tic-tac-toe sets with a boxed grid and pieces are available commercially). These games vary widely, from games centering on a design being drawn such as Pictionary and "connect-the-dots" games like sprouts, to letter and word games such as Boggle and Scattergories, to solitaire and logic puzzle games such as Sudoku and crossword puzzles.
Guessing games
A guessing game has as its core a piece of information that one player knows, and the object is to coerce others into guessing that piece of information without actually divulging it in text or spoken word. Charades is probably the most well-known game of this type, and has spawned numerous commercial variants that involve differing rules on the type of communication to be given, such as Catch Phrase, Taboo, Pictionary, and similar.
Game-based learning
Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. In his classical essay, "Upon the Aesthetic Education of Man", Friedrich Schiller discusses play as a force of civilization, which helps humans rise above their instincts and become members of enlightened communities. He states that "humans are only fully human when they play". While the text is limited by the author's beliefs in concepts such as freedom and beauty, it nevertheless sets the stage for Johan Huizinga's classical study, Homo Ludens.
Games have long been employed as a means of education. Using the ancient game of chess, noblemen of the Middle Ages learned strategies of war. During the Civil War, volunteers from Rhode Island played American Kriegsspiel, which had originally been created in 1812 for training Prussian officers-of-war. Then, in the early 19th century, came the creation of Kindergarten by Friedrich Fröbel, which was based on learning through play. Children delighted in his Fröbel Gifts, simple educational toys such as blocks, sewing kits, clay, and weaving materials.[5]
Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can motivate children and allow them to develop an awareness of consequentiality. Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. In classrooms, social game-based learning platforms such as Kahoot! are gaining traction, as they enable students to reinforce knowledge, take ownership of their progress toward learning objectives and develop social and leadership skills. Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas.
The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce. Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards, thus getting the experiences in the "safe virtual world".
The built-in learning process of games is what makes a game enjoyable. The progress a player makes in a game is through learning. It is the process of the human mind grasping and coming to understand a new system. The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment (Call of Duty) or serious (FAA-approved flight simulator). Well-designed games that motivate players are what make them ideal learning environments. Real-world challenges are easier faced within a game containing effective, interactive experiences that actively engage people in the learning process. In a successful game-based learning environment, choosing actions, experiencing consequences, and working toward goals allows players to make mistakes through experimentation in a risk-free environment. Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity.
Identification with the character within the video game is an important factor in the learning potential of the gamer. Some of the electronic games allow the gamer to create an avatar that is designed and “owned” by the gamer. This character is an expression of the human creating the virtual character. This has opened a new set of scientific possibilities. The virtual world can be used as a laboratory. The relationships and space within the games can simulate complex societies and relationships without having to truly participate. This application of an avatar in not limited to simulation exercises. According to Bainbridge, interviews and ethnographic research could be conducted within the reality of the game space. This could include experiments in social psychology and cognitive science. The fact that game creators and gamers are wanting new experiences within the games, the introduction of “experiments” could increase the level of play and engagement.
Application
Traditionally, technology used in school operates usually to solve problems in a fun way, particularly in mathematics. They usually make up case studies designed to introduce students to certain technologies in an effort to prepare them for a future major assignment that requires the aforementioned technology. They have also been developed to work in the virtual world. More recently educational egames have been developed for Higher Education students, combining real-world case studies in a virtual environment for students to have a consistent, 24/7 educational 'virtual' experience. In some public schools implementing Common Core Standards, game-based learning programs are utilized by educators to supplement their teaching programs. According to a recent case study by an ed tech-based nonprofit organization, teachers find some digital learning games help address issues with alignment in Common Core.
In the future, technology and games are expected to be used in simulation environments to simulate real world issues. In the professional sector, such as flight training, simulations are already used in an effort to prepare pilots for training before actually going out into planes. These training sessions are used to replicate real life stresses without the risk factor associated with flying. Simulation-games are used in other professional areas as well; a spy-themed learning game has been used to improve sales skills at Avaya and a 3D simulation game has been used to train New York City emergency responders.
Before deciding how to use game-based learning, the trainer must first determine what they would like the trainees to learn. A trainer that fails to focus training around a central idea runs the risk of using a game that fails to connect with the learners. To prevent this, tailor the material to the demographic(age group, familiarity, educational pre-text)so that the material is neither too difficult for, nor too familiar to the learner. Gathering ideas from children early in the design process has yielded useful insights into what children want in technology in general or in a specific type of application. Children's early involvement in requirements gathering has revealed clues about gender differences in preferences related to technology, children's navigation skills, ways of presenting textual information, application-specific content-related preferences, the variety of elements to be included in user interfaces and their structures, and children's desire to personalize their applications. Multiplayer role playing games (MMO’s) provide opportunities for players to improve such skills as, “complex learning, thinking, and social practices”. MMO`s also provide a social network which can favor collaborative gaming and learning and contribute to the formation of teams, communication within a group and help strengthen individual and communal identities.
Many scholars understand the advantages of games in learning. Some of those that strongly support that Serious Games should become a integrated part of learning in the classroom are Marc Prensky, Clark Quinn, Carly Schuna and the numerous authors behind the Horizon Reports. The article “Serious Games for Serious Topics” by Clark Quinn at eLearn Magazine studies the fact that serious games create a hands-on, minds-on opportunity that allows players to actively focus, create and change a scenario while simultaneously learning about consequences of choice in the situation. As students become more engaged and committed to succeeding in the game, they become more willing to learn about the scenario the situation is taking place in. They begin to care about learning more about the topic and how to solve the problem. As the article points outs, “It’s the difference between watching a nature documentary and going backpacking in the wilderness.” (Quinn) Rather than just memorizing new material like you would watching a documentary, serious games allow students to become active participants in discovering new ideas, information and solutions to problems while also allowing them to feel the tension and suspense of the crisis. This development of real interest through digital games can already be already seen in several businesses. America’s Army, a digital game created to help boost military recruitment numbers, is one example of businesses using a game to help develop employee interest in a topic. “Since its release, different versions of the war game have been downloaded more than 40 million times since its download.” (Holmes)
Playing educational games also help us and children with focus, self esteem, and memory. Educational games can help a child focus because they are being patient while waiting to achieve getting to the next level. Playing these games help their self esteem because sometimes they get a quicker reaction from the game system and they can really see how they have accomplished something. In the games there are milestones that the children will have to reach and at the end of each stage they receive something that they will have to have in the next stage. This is also where their focus comes into play because they will take their time to make sure they do things correctly so that they may go on longer in the game (Schuna)
1. Games are a form of fun. That gives us enjoyment and pleasure.
2. Games are form of play. That gives us intense and passionate involvement.
3. Games have rules. That gives us structure.
4. Games have goals. That gives us motivation.
5. Games are interactive. That gives us doing.
6. Games are adaptive. That gives us flow.
7. Games have outcomes and feedback. That gives us learning.
8. Games have win states. That gives us ego gratification.
9. Games have conflict/competition/challenge/opposition. That gives us adrenaline.
10. Games have problem solving. That sparks our creativity.
11. Games have interaction. That gives us social groups.
12. Games have representation and story. That gives us emotion. (Prensky)
This is one of the most interesting and controversial areas where GBL can separate itself from what we see in the traditional classroom. In fact, GBL has two distinct advantages over even project-based learning, which is generally considered to be among the most authentic situations for classroom learning . PBL relies on students working on less-than-authentic problems regardless of the intent. One simply cannot engage in an authentic learning exercise in a classroom…unless you can enter a virtual world within the classroom.
Games have the potential to allow students to do exactly that. The entire premise behind games is that they allow those playing them to experience simulations of reality that can replicate real world circumstances, and theoretically can elicit the same emotional and learning responses in the brain as actually doing the real activity.
The second point is that, while it is becoming increasingly possible for students, particularly in higher education, to use authentic professional tools, it is still not the norm. While those playing games and doing simulations may not be using real tools for the task they are engaging in, they can use realistic analogs within the game and are using authentic tools to play the game. There is an inherent value in any computer use that transfers to the everyday and professional activities that people do. From the physical activity of using a mouse, keyboard, or gesture-based controller, to developing familiarity with operating systems, and using a wide array of applications, students who use technology more and engage more deeply with it have an advantage when it comes to developing technological literacy.
While it is true that educational games often lack much of the engagement and fidelity of commercial games, and commercial games generally fall short on intellectual content, there is a middle ground where the two camps can meet and work together to develop powerful and engaging educational games that will accomplish the objectives stated here.
Student Engagement
The hidden agenda of games and play is to teach. This is why animals play and why we encourage our youngest children to play games. So that they develop an understanding of the world around them and the social relationships that they will need to engage in to be successful members of their group. Games are also fun. That is the reason that we like to play. Formal games with rules serve the same functions, but additionally motivate us through our competitive nature. For all of these reasons, GBL works to engage students in ways that are more powerful for most students than traditional teaching methods, which, while effective, present obstacles to engaging deeply with each individual student.
Some teachers do an outstanding job of engaging their students to the extent that the traditional classroom format allows. However, seldom if ever do you see students in a non-game-based classroom experiencing what game designer Jane McGonigal calls "blissful productivity" – deriving enjoyment from working hard to overcome obstacles. During game play, the individual is optimizing their productivity and enjoying it. People playing games also report losing track of time in the real world. This phenomenon is due to the extreme level of engagement that some games can promote in those playing them. This is a sharp contrast to the usual school situation where everyone, often including the teacher, is watching the clock, waiting for the school day to end.
Creativity and Innovative Thinking
The final area in which GBL can be superior to traditional classroom learning is in fostering creativity and teaching students to be innovators. While it is not impossible for the traditional classroom model to inspire students to be creative, the standards-based approach to education, particularly in K-12 schools, works in direct opposition to this goal. A standardized curriculum, with results evaluated by standardized test cannot support individuality and actively discourages students from thinking outside the box.
Even in higher education, where one of the main goals of the university system is innovation, actual classroom teaching at the undergraduate level is largely intended to produce students who fit the needs of industry, rather than creative individuals who define industry itself. Those who break out of this mold to create new products, services, and markets are a very small percentage of actual college graduates – they are the exception rather than the rule.
The argument against GBL supporting innovation is obvious – playing games is also working within a standard set of rules, often in a nearly linear progression. A true enough assessment of many educational games and some of the less innovative commercial games, but the best games not only allow creativity and randomness (it is generally programmed into games), but demand it. One commercial game in particular that has some demonstrated educational success comes to mind: Civilization.
Civilization is one of the best examples of the ways in which an extremely popular commercial game can be used for educational purposes. The game allows players to manage the rise of specific civilizations. They are in control of many of the variables that govern success or failure of the groups being controlled. Where Civilization becomes important in this discussion is in the proliferation of user generated content that has been created for it. Thousands of players have been collaborating for more than a decade to develop game mods that accurately represent real world civilizations. Through these mods users can attempt to replicate the rise of the Roman Empire, or almost any other historical civilization. They work together on the Apolyton University site where they share suggestions for new mods and collaborate on creating them.
References
http://www.merriam-webster.com/dictionary/game
Jump up^ Soubeyrand, Catherine (2000). "The Royal Game of Ur". The Game Cabinet. Retrieved 2008-10-05. External link in |publisher= (help)
Jump up^ Green, William (2008-06-19). "Big Game Hunter". 2008 Summer Journey. Time. Retrieved 2008-10-05.
Jump up^ "History of Games". MacGregor Historic Games. 2006. Retrieved 2008-10-05. External link in |publisher= (help)
Jump up^ Wittgenstein, Ludwig (1953). Philosophical Investigations. Oxford: Blackwell. ISBN 0-631-23127-7.
Jump up^ "Was Wittgenstein Wrong About Games?". Nigel Warburton. 2007. Retrieved 2013-06-28. External link in |publisher= (help)
Jump up^ Caillois, Roger (1957). Les jeux et les hommes. Gallimard.
^ Jump up to:a b c Crawford, Chris (2003). Chris Crawford on Game Design. New Riders. ISBN 0-88134-117-7.
Jump up^ Salen, Katie; Zimmerman, Eric (2003). Rules of Play: Game Design Fundamentals. MIT Press. p. 80. ISBN 0-262-24045-9.
Jump up^ Costikyan, Greg (1994). "I Have No Words & I Must Design". Archived from the original on 2008-08-12. Retrieved 2008-08-17.
Ellis, Ken. “Animation as a Pathway to College and a Career.” EduTopia.org. 16 Sept 2010. The George Lucas Educational Foundation. 5 Feb 2011. http://www.edutopia.org/stw-career-technical-education-classes-model-video
Frost, Joe, Sue Wortham, and Stuart Reifel. Play and Child Development. Upper Saddle River, NJ: Pearson Merrill Prentice Hall, 2008.
Holmes, Jamie. “US Military is Meeting Recruitment Goals with Video Games – But at What Cost?” Christian Science Monitor. 28 Dec 2009. 31 Jan 2011 http://www.csmonitor.com/Commentary/Opinion/2009/1228/US-military-is-meeting-recruitment-goals-with-video-games-but-at-what-cost
Johnson, Laurence F., Alan Levine, and Rachel S. Smith. The 2007 Horizon Report. Austin, TX: The New Media Consortium, 2007.http://www.nmc.org/horizon/2007/executive-summary
Johnson, Laurence F., et al. The 2010 Horizon Report: The K12 Edition. Austin, TX: The New Media Consortium, 2010. http://wp.nmc.org/horizon-k12-2010/chapters/game-based-learning/#0
Krumholz, Honey. “Classroom Games Serve Many Purposes Here’s How to Use Them!!” Priceless-teaching-strategies.com. n.d. 5 Feb. 2011. http://www.priceless-teaching-strategies.com/classroom_games.html
“Massively Multiplayer Online Game – Definition.” WordiQ.com. 2010. 5 Feb. 2011. http://www.wordiq.com/definition/Massively_multiplayer_online_game