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A	
  SCAN	
  OF	
  GAME-­‐BASED	
  LEARNING	
  
IN	
  U.S.	
  HIGHER	
  EDUCATION	
  	
  
	
  
Spring	
  2012	
  
	
  
by	
  Anne	
  Derryberry	
  
Analyst,	
  Sage	
  Road	
  SoluHons	
  
Producer/Designer,	
  I’m	
  Serious	
  
Spring 2012                              Anne Derryberry, Sage Road Solutions, LLC   3




Table	
  of	
  Contents	
  
 SecHon	
  1:	
  General	
  Overview	
  of	
  Gamed-­‐based	
  Learning	
  (GBL)	
  
 SecHon	
  2:	
  Status	
  of	
  GBL	
  in	
  U.S	
  Postsecondary	
  EducaHon	
  –	
   	
  
       	
            	
  Spring	
  2012	
  
 SecHon	
  3:	
  Conclusions	
  
Spring 2012          Anne Derryberry, Sage Road Solutions, LLC   4




   GENERAL	
  OVERVIEW	
  OF	
  
   GAME-­‐BASED	
  LEARNING	
  (GBL)	
  
   SecHon	
  1	
  
Spring 2012                    Anne Derryberry, Sage Road Solutions, LLC   5



Learning	
  Games	
  Are	
  a	
  Subset	
  of	
  	
  
	
  	
  
Serious	
  Games	
  

                           Computer	
  
                            Games	
  




                                                            Games	
  

                               Serious	
  Games	
  




                                   Learning	
  
                                    Games	
  
Spring 2012                                               Anne Derryberry, Sage Road Solutions, LLC     6



Many	
  Industries	
  and	
  Disciplines	
  
Use	
  Serious	
  Games	
  to	
  Reach	
  Audiences	
  

     MarkeHn
             g	
  &
     AdverHsi 	
                                Govern                                         The Apply Group
             ng	
                                      ment	
  
                                                                                               predicts that
                                      ate	
                                                    between 100 and
                              C orpor g	
  
                                Train
                                      in                         EducaHon	
                    135 of the Global
        s	
  
  PoliHc                                 Work
                                                                                               Fortune 500 will
                                              pla                                              have adopted
                                          Perso ce/	
                              od   	
  
                                        Produ nal	
                      a l	
  Go             *games for
          Health                             cHvit
                                                  y	
               Soci
                   care	
                                                                      learning* by the
                                                                                               end of 2012, with
                                        Journalism	
                                           the United States,
                                                                          y	
  
           Emergency	
                                             Militar                     United Kingdom and
            Services	
                                                                         Germany leading
                                                                                               the way.
Spring 2012                                                 Anne Derryberry, Sage Road Solutions, LLC                        7




Pedagogic	
  ApplicaHons	
  of	
  Games	
  
                                                                    The Cognitive Process Dimension
The Knowledge Dimension
                                     Remember         Understand            Apply           Analyze           Evaluate            Create


      Factual Knowledge                  List          Summarize           Classify           Order             Rank             Combine


   Conceptual Knowledge               Describe          Interpret       Experiment           Explain           Assess              Plan


    Procedural Knowledge              Tabulate           Predict          Calculate       Differentiate       Conclude           Compose

                                    Appropriate
 Meta-Cognitive Knowledge                               Execute          Construct           Achieve           Action            Actualize
                                       Use



Red	
  =	
  dimensions	
  of	
  knowledge	
  and	
  cogniHon	
  supported	
  by	
  games	
  


Based	
  on	
  work	
  of	
  Dianna	
  Fisher,	
  Extended	
  Campus	
  –	
  Oregon	
  State	
  University,	
  ©	
  2005	
  
(h`p://oregonstate.edu/instruct/coursedev/models/taxonomy/#table),	
  which	
  is,	
  in	
  turn,	
  based	
  on	
  the	
  work	
  of	
  	
  
Lorin	
  Anderson,	
  et	
  al.,	
  to	
  revise	
  Bloom’s	
  Taxonomy	
  for	
  21st	
  century	
  students	
  and	
  teachers.	
  	
  
	
  
Spring 2012                                 Anne Derryberry, Sage Road Solutions, LLC      8




From	
  Learning	
  Games	
  to	
  Game-­‐based	
  Learning	
  
•  A	
  single	
  game	
  or	
  several	
  games	
  applied	
  to	
  a	
  course	
  or	
  specific	
  
   learning	
  goal	
  is	
  a	
  good	
  start,	
  but	
  doesn’t	
  address	
  wide-­‐spread	
  
   need	
  –	
  or	
  opportunity.	
  
•  Moving	
  from	
  “pockets	
  of	
  innovaHon”	
  to	
  systemic	
  
   implementaHon	
  requires	
  different	
  thinking.	
  
•  Game-­‐based	
  learning	
  embraces	
  the	
  ecosystem	
  surrounding	
  the	
  
   intersecHon	
  of	
  pedagogy	
  and	
  serious	
  games.	
  	
  	
  
Spring 2012                    Anne Derryberry, Sage Road Solutions, LLC   9




                Game-­‐based	
  learning	
  	
  
        has	
  enough	
  trac&on	
  that	
  it	
  is	
  being	
  
        tracked	
  by	
  market	
  research	
  firms.	
  	
  
Spring 2012                               Anne Derryberry, Sage Road Solutions, LLC       10



Ambient	
  Insight’s	
  8	
  Types	
  of	
  	
  
Pedagogically-­‐defined	
  Learning	
  Products*	
  
•  Self-­‐paced	
  eLearning	
  courseware	
  
•  Digital	
  video,	
  text	
  and	
  audio	
  reference	
  
•  CollaboraHon-­‐based	
  learning	
  
•  Social	
  learning	
  
•  SimulaHon-­‐based	
  learning	
  
•  Game-­‐based	
  learning	
  
•  CogniHve	
  learning	
  
•  Mobile	
  learning	
  
                                              *Ambient Insight, 2011
                                              (www.ambientinsight.com/Resources/Documents/
                                              AmbientInsight_Learning_Technology_Taxonomy.pdf)
Spring 2012                               Anne Derryberry, Sage Road Solutions, LLC      11



For	
  EducaHon	
  Sector,	
  GBL	
  Really	
  Means	
  K-­‐12	
  
In	
  HED,	
  GBL	
  Just	
  StarHng	
  to	
  Gain	
  TracHon	
  	
  
•  Some	
  simulaHon-­‐based	
  learning	
  –	
  mostly	
  medical	
  simulaHons	
  
   and	
  business	
  simulaHons	
  (McGraw-­‐Hill,	
  SimVenture)	
  
•  Some	
  classes	
  are	
  being	
  offered	
  in	
  virtual	
  worlds	
  like	
  Second	
  Life	
  
   and	
  AcHve	
  Worlds.	
  
•  “[Game-­‐based	
  learning	
  is]	
  not	
  in	
  wide	
  use	
  in	
  higher	
  educaHon.”	
  	
  
   -­‐Sam	
  Adkins,	
  Ambient	
  Insight.	
  From	
  Industry	
  Gamers	
  interview,	
  
   8/18/11.	
  (www.industrygamers.com/news/	
  
   serious-­‐games-­‐mobile-­‐driving-­‐a-­‐renaissance-­‐in-­‐edutainment/)	
  
Spring 2012                                         Anne Derryberry, Sage Road Solutions, LLC           12


Horizon	
  Report*	
  Maintains	
  Its	
  ProjecHons	
  on	
  
Time	
  to	
  AdopHon	
  
                        2011	
                                                        2012	
  

<	
  1	
  yr.	
  	
  	
  	
  Electronic	
  Books	
             <	
  1	
  yr.	
  	
  Tablets	
  
 	
               	
  	
  	
  Mobile	
  Apps	
                  	
               	
  Mobile	
  Apps	
  
2-­‐3	
  yrs.	
  	
  Augmented	
  Reality	
                    2-­‐3	
  yrs.	
  Game-­‐based	
  Learning	
  
 	
               	
  	
  	
  Game-­‐based	
  Learning	
        	
               	
  	
  Learning	
  AnalyHcs	
  
4-­‐5	
  yrs.	
  	
  Gesture	
  CompuHng	
                     4-­‐5	
  yrs.	
  Gesture	
  CompuHng	
  
 	
               	
  	
  	
  Learning	
  AnalyHcs	
            	
               	
  	
  Internet	
  of	
  Things	
  


      *The	
  NMC	
  Horizon	
  Report:	
  2012	
  Higher	
  Educa&on	
  Edi&on	
  
      www.nmc.org/publicaHons/horizon-­‐report-­‐2012-­‐higher-­‐ed-­‐ediHon	
  
Spring 2012                        Anne Derryberry, Sage Road Solutions, LLC   13




    Knewton (an adaptive learning platform developer) says game-based
    learning is one of six “new technologies” that result in more effective
    learning solutions. (http://www.knewton.com/digital-education/)
    Knewton is deployed at ASU, Penn, SUNY and others.
Spring 2012          Anne Derryberry, Sage Road Solutions, LLC   14




   STATUS	
  OF	
  GAME-­‐BASED	
  LEARNING	
  
   IN	
  U.S.	
  POSTSECONDARY	
  
   EDUCATION	
  TODAY	
  
   SecHon	
  2	
  
Spring 2012                   Anne Derryberry, Sage Road Solutions, LLC   15



We’re	
  SHll	
  Early	
  on	
  the	
  AdopHon	
  Curve	
  for	
  
GBL	
  in	
  HED	
  
Game-­‐based	
  Learning	
  Ecosystem	
  for	
  HED	
  	
  
   Is	
  StarHng	
  to	
  Form	
  
           • 	
  Games	
                                                                              • 	
  Learning	
  standards	
  
           • 	
  Badge	
  system	
                                                                    • 	
  IntegraHon	
  guidelines	
  
           • 	
  Repository	
                                                                         • 	
  ADA	
  
           • 	
  CreaHon	
  tools	
  



                                                            Learning	
  Community	
  
                                                           Students	
            Faculty	
  

• 	
  Developers	
                                                 InsHtuHon	
                                        • 	
  Legislatures	
  
• 	
  Publishers	
  
                                                                                                                      • 	
  FoundaHons	
  
• 	
  Internal/External	
  
                                                                                                                      • 	
  Industry	
  associaHons	
  
	
  	
  	
  	
  	
  	
  consultants	
  
                                                        Technology	
  Infrastructure	
  


                                          • Access	
  	
  ŸDistribuHon	
  plaqorm	
  	
  ŸSocial	
  Media	
  	
  
                                                 ŸBadge	
  system	
  ŸLMS	
  	
  ŸAnalyHcs	
                                 Anne Derryberry,
                                                                                                                         Sage Road Solutions LLC
                                                                                                                                  2011, rev. 2012
Spring 2012                   Anne Derryberry, Sage Road Solutions, LLC   17




Who	
  Is	
  Using	
  GBL	
  In	
  the	
  Curriculum	
  
Spring 2012                                    Anne Derryberry, Sage Road Solutions, LLC           18




University	
  Research	
  Centers	
  Exploring	
  GBL	
  
•  Educa2on	
  Arcade	
  at	
  MIT	
  -­‐	
  www.educaHonarcade.org	
  
	
  	
  
•  Games,	
  Learning,	
  Society	
  at	
  the	
  University	
  of	
  Wisconsin-­‐Madison	
  -­‐
           www.gameslearningsociety.org	
  

•  Center	
  for	
  Game	
  Science	
  at	
  University	
  of	
  Washington	
  –
           www.centerforgamescience.org/site/	
  

•  Games	
  for	
  Learning	
  Ins2tute	
  at	
  NYU	
  –	
  h`p://g4li.org/about	
  

•  Ins2tute	
  for	
  Simula2on	
  &	
  Training	
  at	
  University	
  of	
  Central	
  Florida	
  –
           www.ist.ucf.edu/index.htm	
  

•  Center	
  for	
  Transforma2ve	
  Media	
  at	
  Parsons	
  The	
  New	
  School	
  for	
  Design	
  –
           h`p://ctm.parsons.edu/	
  

	
  
Spring 2012                                        Anne Derryberry, Sage Road Solutions, LLC    19




University	
  Research	
  Centers	
  Exploring	
  GBL	
  
•  Interac2ve	
  Communica2ons	
  &	
  Simula2ons	
  at	
  University	
  of	
  Michigan	
  –	
  
       h`p://ics.soe.umich.edu/	
  

•  GAMeS	
  (Games,	
  Anima2on,	
  Modeling	
  and	
  Simula2on)	
  Lab	
  at	
  Radford	
  
       University	
  -­‐	
  h`p://gameslab.radford.edu/	
  	
  

•  3D	
  Game	
  Lab	
  at	
  Boise	
  State	
  University	
  -­‐	
  	
  h`p://3dgamelab.org.shivtr.com/	
  
	
  
•  Serious	
  Games	
  Center	
  at	
  Purdue	
  –	
  	
  
       h`p://social.educaHon.purdue.edu/game/about/	
  
Spring 2012                                                        Anne Derryberry, Sage Road Solutions, LLC                                  20


            	
  Many	
  Commercial	
  Entertainment	
  Games	
  	
  
            Are	
  Used	
  as	
  Learning	
  Tools	
  	
  
       Game	
               DescripHon	
                                                                              ApplicaHon	
  

       Angry	
  Birds	
     Players	
  use	
  a	
  slingshot	
  to	
  launch	
  birds	
  at	
  pigs	
  staHoned	
     Physics,	
  Math,	
  History,	
  e.g.,	
  
                            on	
  or	
  within	
  various	
  structures	
  with	
  the	
  intent	
  of	
              h`p://ilearntechnology.com/?p=3970	
  
                            destroying	
  all	
  the	
  pigs	
  on	
  the	
  playing	
  field.	
  	
                   	
  
       Spore	
              Player	
  controls	
  development	
  of	
  a	
  species	
  from	
                         Biology,	
  Life	
  Sciences,	
  EvoluHon,	
  e.g.,	
  
                            microscopic	
  organism,	
  through	
  development	
  as	
                                h`p://wiimedia.ign.com/wii/image/
                            intelligent	
  and	
  social	
  creature,	
  to	
  interstellar	
                         arHcle/100/1003849/spore-­‐
                            exploraHon	
  as	
  a	
  spacefaring	
  culture.	
                                        hero-­‐20090715110445707_640w.jpg	
  	
  	
  
       CivilizaHon	
        Players	
  a`empt	
  to	
  expand	
  and	
  develop	
  their	
  empires	
                 World	
  History,	
  diplomacy	
  
	
     (series)	
           through	
  the	
  ages	
  from	
  the	
  ancient	
  era	
  unHl	
  modern	
  
                            and	
  near-­‐future	
  Hmes.	
  
                                                                                                                      www.techieteacher.org/2010/	
  
                                                                                                                      02/civilizaHon-­‐project-­‐step-­‐3-­‐and-­‐
                                                                                                                      more.html	
  
                                                                                                                      	
  
       EVE	
  Online	
      Massively	
  mulHplayer	
  online	
  role-­‐playing	
  game	
  in	
                       Economics,	
  Finance	
  
                            which	
  players	
  discover,	
  explore	
  and	
  dominate	
  a	
                        www.w.com/cms/s/0c3c18fe-­‐
                            science-­‐ficHon	
  universe	
  by	
  forming	
  corporaHons,	
                            fc03-­‐11db-­‐93a4-­‐000b5df10621	
  
                            trading	
  with	
  other	
  players,	
  making	
  alliances	
  and	
                      	
  
                            ba`ling	
  for	
  supremacy.	
  
       SimCity	
            A	
  city-­‐building	
  simulaHon	
  game.	
  Player	
  manages	
  city	
                 Management,	
  Urban	
  planning,	
  Resource	
  
                            resources	
  to	
  keep	
  ciHzens	
  happy	
  and	
  city	
  thriving.	
                 management	
  
                            	
                                                                                        h`p://oirt.rutgers.edu/games/
                                                                                                                      simcity.html	
  
Spring 2012                                Anne Derryberry, Sage Road Solutions, LLC   21



343	
  CerHficate	
  and	
  Degree	
  Programs	
  in	
  U.S.	
  
for	
  Game	
  Design/Programming	
  
301 undergraduate, 42 graduate programs
In 45 states (and D.C.)

         •  California	
  –	
  54	
          •  Minnesota	
  –	
  14	
  
         •  Texas	
  –	
  24	
               •  Massachuse`s	
  –	
  13	
  
         •  Illinois	
  –	
  20	
            •  Arizona	
  –	
  10	
  
         •  Florida	
  –	
  18	
             •  Michigan	
  –	
  10	
  
         •  New	
  York	
  -­‐	
  15	
       •  Pennsylvania	
  –	
  10	
  


From Entertainment Software Assn., 2011. http://www.theesa.com/gamesindailylife/schools.asp
Spring 2012          Anne Derryberry, Sage Road Solutions, LLC   22




   CONCLUSIONS	
  
   SecHon	
  3	
  
Spring 2012                                   Anne Derryberry, Sage Road Solutions, LLC         23


Game-­‐based	
  Learning	
  in	
  HED	
  –	
  	
  
A	
  “Green	
  Field”	
  Opportunity	
  
•  Growing	
  consumer	
  fascinaHon	
  with	
  games	
  is	
  driving	
  accelerated	
  
   interest	
  in	
  using	
  games	
  in	
  and	
  for	
  learning.	
  
•  AdopHon	
  of	
  games	
  for	
  learning	
  is	
  in	
  its	
  early	
  stages.	
  	
  
•  While	
  universiHes	
  and	
  colleges	
  are	
  adding	
  courses,	
  curricula	
  and	
  
   programs	
  to	
  teach	
  game	
  design	
  and	
  development,	
  very	
  few	
  are	
  using	
  
   game	
  principles	
  to	
  improve	
  teaching	
  and	
  learning	
  experiences.	
  
•  Pockets	
  of	
  innovaHon	
  are	
  beginning	
  to	
  emerge	
  related	
  to	
  technology	
  
   tools,	
  plaqorms	
  and	
  Htles.	
  As	
  yet,	
  there	
  are	
  virtually	
  no	
  examples	
  of	
  
   systemic	
  insHtuHonal	
  adopHon.	
  
•  There	
  is	
  a	
  wide-­‐open	
  opportunity	
  to	
  “flip”	
  the	
  conversaHon	
  from	
  a	
  
   focus	
  on	
  producing	
  digital	
  assets	
  to	
  leveraging	
  the	
  moHvaHonal	
  and	
  
   engagement	
  elements	
  of	
  games	
  and	
  gamificaHon	
  to	
  promote	
  
   student	
  retenHon,	
  progress	
  and	
  compleHon.	
  
Spring 2012                                    Anne Derryberry, Sage Road Solutions, LLC     24


InsHtuHonal	
  ConsideraHons	
  for	
  Broad	
  Scale	
  
AdopHon	
  of	
  Game-­‐based	
  Learning	
  Include…	
  
•  Learning	
  content	
  takes	
  many	
                •  Feedback	
  system	
  (aka	
  
  forms,	
  e.g.:	
                                        “GamificaHon”	
  or	
  “Behavior	
  
   •  Scavenger	
  hunts	
                                 MoHvaHon	
  System”)	
  
   •  Drill-­‐and-­‐pracHce	
  games	
                      •  Profiles	
  
   •  e-­‐Learning	
  w/	
  game	
  dynamics	
  as	
        •  Badges	
  
      part	
  of	
  design	
                                •  Awards/incenHves	
  
   •  Immersive	
  simulaHons	
                             •  Leaderboards	
  
   •  Alternate	
  reality	
  
                                                         •  Social	
  media	
  plaqorm	
  
   •  Augmented	
  reality/locaHon-­‐
                                                             •  CommunicaHons	
  
      based	
  services	
  	
  
                                                             •  CollaboraHons	
  
•  Mobile	
  access	
  
                                                         •  LMS	
  integraHon	
  
•  Technical	
  support	
  
     	
  
Spring 2012                           Anne Derryberry, Sage Road Solutions, LLC   25


“Leveling	
  Up”	
  	
  
Game-­‐based	
  Learning	
  in	
  HED	
  
Successful	
  adopHon	
  of	
  game-­‐based	
  learning	
  
requires:	
  
•  A	
  solid	
  understanding	
  of	
  the	
  GBL	
  ecosystem	
  
•  A	
  deep	
  knowledge	
  of	
  game-­‐based	
  learning	
  on	
  both	
  a	
  
   micro-­‐	
  and	
  a	
  macro-­‐level	
  
•  A	
  detailed	
  framework	
  for	
  adopHon	
  addressing	
  market	
  
   realiHes,	
  insHtuHonal	
  requirements,	
  partner	
  idenHficaHon,	
  
   technology	
  integraHon,	
  and	
  organizaHonal	
  readiness.	
  
   	
  
	
  
	
  
Need	
  help	
  gezng	
  started?	
  
	
  
                  Give	
  us	
  a	
  call	
  at	
  Sage	
  Road	
  SoluHons.	
  
	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                                                                 	
  
                                                   We	
  know	
  how	
  to	
  get	
  you	
  there.	
  

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Game-based Learning in Higher Education 2012

  • 1.   A  SCAN  OF  GAME-­‐BASED  LEARNING   IN  U.S.  HIGHER  EDUCATION       Spring  2012     by  Anne  Derryberry   Analyst,  Sage  Road  SoluHons   Producer/Designer,  I’m  Serious  
  • 2. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 3 Table  of  Contents   SecHon  1:  General  Overview  of  Gamed-­‐based  Learning  (GBL)   SecHon  2:  Status  of  GBL  in  U.S  Postsecondary  EducaHon  –        Spring  2012   SecHon  3:  Conclusions  
  • 3. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 4 GENERAL  OVERVIEW  OF   GAME-­‐BASED  LEARNING  (GBL)   SecHon  1  
  • 4. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 5 Learning  Games  Are  a  Subset  of         Serious  Games   Computer   Games   Games   Serious  Games   Learning   Games  
  • 5. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 6 Many  Industries  and  Disciplines   Use  Serious  Games  to  Reach  Audiences   MarkeHn g  & AdverHsi   Govern The Apply Group ng   ment   predicts that ate   between 100 and C orpor g   Train in EducaHon   135 of the Global s   PoliHc Work Fortune 500 will pla have adopted Perso ce/   od   Produ nal   a l  Go *games for Health cHvit y   Soci care   learning* by the end of 2012, with Journalism   the United States, y   Emergency   Militar United Kingdom and Services   Germany leading the way.
  • 6. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 7 Pedagogic  ApplicaHons  of  Games   The Cognitive Process Dimension The Knowledge Dimension Remember Understand Apply Analyze Evaluate Create Factual Knowledge List Summarize Classify Order Rank Combine Conceptual Knowledge Describe Interpret Experiment Explain Assess Plan Procedural Knowledge Tabulate Predict Calculate Differentiate Conclude Compose Appropriate Meta-Cognitive Knowledge Execute Construct Achieve Action Actualize Use Red  =  dimensions  of  knowledge  and  cogniHon  supported  by  games   Based  on  work  of  Dianna  Fisher,  Extended  Campus  –  Oregon  State  University,  ©  2005   (h`p://oregonstate.edu/instruct/coursedev/models/taxonomy/#table),  which  is,  in  turn,  based  on  the  work  of     Lorin  Anderson,  et  al.,  to  revise  Bloom’s  Taxonomy  for  21st  century  students  and  teachers.      
  • 7. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 8 From  Learning  Games  to  Game-­‐based  Learning   •  A  single  game  or  several  games  applied  to  a  course  or  specific   learning  goal  is  a  good  start,  but  doesn’t  address  wide-­‐spread   need  –  or  opportunity.   •  Moving  from  “pockets  of  innovaHon”  to  systemic   implementaHon  requires  different  thinking.   •  Game-­‐based  learning  embraces  the  ecosystem  surrounding  the   intersecHon  of  pedagogy  and  serious  games.      
  • 8. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 9 Game-­‐based  learning     has  enough  trac&on  that  it  is  being   tracked  by  market  research  firms.    
  • 9. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 10 Ambient  Insight’s  8  Types  of     Pedagogically-­‐defined  Learning  Products*   •  Self-­‐paced  eLearning  courseware   •  Digital  video,  text  and  audio  reference   •  CollaboraHon-­‐based  learning   •  Social  learning   •  SimulaHon-­‐based  learning   •  Game-­‐based  learning   •  CogniHve  learning   •  Mobile  learning   *Ambient Insight, 2011 (www.ambientinsight.com/Resources/Documents/ AmbientInsight_Learning_Technology_Taxonomy.pdf)
  • 10. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 11 For  EducaHon  Sector,  GBL  Really  Means  K-­‐12   In  HED,  GBL  Just  StarHng  to  Gain  TracHon     •  Some  simulaHon-­‐based  learning  –  mostly  medical  simulaHons   and  business  simulaHons  (McGraw-­‐Hill,  SimVenture)   •  Some  classes  are  being  offered  in  virtual  worlds  like  Second  Life   and  AcHve  Worlds.   •  “[Game-­‐based  learning  is]  not  in  wide  use  in  higher  educaHon.”     -­‐Sam  Adkins,  Ambient  Insight.  From  Industry  Gamers  interview,   8/18/11.  (www.industrygamers.com/news/   serious-­‐games-­‐mobile-­‐driving-­‐a-­‐renaissance-­‐in-­‐edutainment/)  
  • 11. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 12 Horizon  Report*  Maintains  Its  ProjecHons  on   Time  to  AdopHon   2011   2012   <  1  yr.        Electronic  Books   <  1  yr.    Tablets          Mobile  Apps      Mobile  Apps   2-­‐3  yrs.    Augmented  Reality   2-­‐3  yrs.  Game-­‐based  Learning          Game-­‐based  Learning        Learning  AnalyHcs   4-­‐5  yrs.    Gesture  CompuHng   4-­‐5  yrs.  Gesture  CompuHng          Learning  AnalyHcs        Internet  of  Things   *The  NMC  Horizon  Report:  2012  Higher  Educa&on  Edi&on   www.nmc.org/publicaHons/horizon-­‐report-­‐2012-­‐higher-­‐ed-­‐ediHon  
  • 12. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 13 Knewton (an adaptive learning platform developer) says game-based learning is one of six “new technologies” that result in more effective learning solutions. (http://www.knewton.com/digital-education/) Knewton is deployed at ASU, Penn, SUNY and others.
  • 13. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 14 STATUS  OF  GAME-­‐BASED  LEARNING   IN  U.S.  POSTSECONDARY   EDUCATION  TODAY   SecHon  2  
  • 14. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 15 We’re  SHll  Early  on  the  AdopHon  Curve  for   GBL  in  HED  
  • 15. Game-­‐based  Learning  Ecosystem  for  HED     Is  StarHng  to  Form   •   Games   •   Learning  standards   •   Badge  system   •   IntegraHon  guidelines   •   Repository   •   ADA   •   CreaHon  tools   Learning  Community   Students   Faculty   •   Developers   InsHtuHon   •   Legislatures   •   Publishers   •   FoundaHons   •   Internal/External   •   Industry  associaHons              consultants   Technology  Infrastructure   • Access    ŸDistribuHon  plaqorm    ŸSocial  Media     ŸBadge  system  ŸLMS    ŸAnalyHcs   Anne Derryberry, Sage Road Solutions LLC 2011, rev. 2012
  • 16. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 17 Who  Is  Using  GBL  In  the  Curriculum  
  • 17. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 18 University  Research  Centers  Exploring  GBL   •  Educa2on  Arcade  at  MIT  -­‐  www.educaHonarcade.org       •  Games,  Learning,  Society  at  the  University  of  Wisconsin-­‐Madison  -­‐ www.gameslearningsociety.org   •  Center  for  Game  Science  at  University  of  Washington  – www.centerforgamescience.org/site/   •  Games  for  Learning  Ins2tute  at  NYU  –  h`p://g4li.org/about   •  Ins2tute  for  Simula2on  &  Training  at  University  of  Central  Florida  – www.ist.ucf.edu/index.htm   •  Center  for  Transforma2ve  Media  at  Parsons  The  New  School  for  Design  – h`p://ctm.parsons.edu/    
  • 18. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 19 University  Research  Centers  Exploring  GBL   •  Interac2ve  Communica2ons  &  Simula2ons  at  University  of  Michigan  –   h`p://ics.soe.umich.edu/   •  GAMeS  (Games,  Anima2on,  Modeling  and  Simula2on)  Lab  at  Radford   University  -­‐  h`p://gameslab.radford.edu/     •  3D  Game  Lab  at  Boise  State  University  -­‐    h`p://3dgamelab.org.shivtr.com/     •  Serious  Games  Center  at  Purdue  –     h`p://social.educaHon.purdue.edu/game/about/  
  • 19. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 20  Many  Commercial  Entertainment  Games     Are  Used  as  Learning  Tools     Game   DescripHon   ApplicaHon   Angry  Birds   Players  use  a  slingshot  to  launch  birds  at  pigs  staHoned   Physics,  Math,  History,  e.g.,   on  or  within  various  structures  with  the  intent  of   h`p://ilearntechnology.com/?p=3970   destroying  all  the  pigs  on  the  playing  field.       Spore   Player  controls  development  of  a  species  from   Biology,  Life  Sciences,  EvoluHon,  e.g.,   microscopic  organism,  through  development  as   h`p://wiimedia.ign.com/wii/image/ intelligent  and  social  creature,  to  interstellar   arHcle/100/1003849/spore-­‐ exploraHon  as  a  spacefaring  culture.   hero-­‐20090715110445707_640w.jpg       CivilizaHon   Players  a`empt  to  expand  and  develop  their  empires   World  History,  diplomacy     (series)   through  the  ages  from  the  ancient  era  unHl  modern   and  near-­‐future  Hmes.   www.techieteacher.org/2010/   02/civilizaHon-­‐project-­‐step-­‐3-­‐and-­‐ more.html     EVE  Online   Massively  mulHplayer  online  role-­‐playing  game  in   Economics,  Finance   which  players  discover,  explore  and  dominate  a   www.w.com/cms/s/0c3c18fe-­‐ science-­‐ficHon  universe  by  forming  corporaHons,   fc03-­‐11db-­‐93a4-­‐000b5df10621   trading  with  other  players,  making  alliances  and     ba`ling  for  supremacy.   SimCity   A  city-­‐building  simulaHon  game.  Player  manages  city   Management,  Urban  planning,  Resource   resources  to  keep  ciHzens  happy  and  city  thriving.   management     h`p://oirt.rutgers.edu/games/ simcity.html  
  • 20. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 21 343  CerHficate  and  Degree  Programs  in  U.S.   for  Game  Design/Programming   301 undergraduate, 42 graduate programs In 45 states (and D.C.) •  California  –  54   •  Minnesota  –  14   •  Texas  –  24   •  Massachuse`s  –  13   •  Illinois  –  20   •  Arizona  –  10   •  Florida  –  18   •  Michigan  –  10   •  New  York  -­‐  15   •  Pennsylvania  –  10   From Entertainment Software Assn., 2011. http://www.theesa.com/gamesindailylife/schools.asp
  • 21. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 22 CONCLUSIONS   SecHon  3  
  • 22. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 23 Game-­‐based  Learning  in  HED  –     A  “Green  Field”  Opportunity   •  Growing  consumer  fascinaHon  with  games  is  driving  accelerated   interest  in  using  games  in  and  for  learning.   •  AdopHon  of  games  for  learning  is  in  its  early  stages.     •  While  universiHes  and  colleges  are  adding  courses,  curricula  and   programs  to  teach  game  design  and  development,  very  few  are  using   game  principles  to  improve  teaching  and  learning  experiences.   •  Pockets  of  innovaHon  are  beginning  to  emerge  related  to  technology   tools,  plaqorms  and  Htles.  As  yet,  there  are  virtually  no  examples  of   systemic  insHtuHonal  adopHon.   •  There  is  a  wide-­‐open  opportunity  to  “flip”  the  conversaHon  from  a   focus  on  producing  digital  assets  to  leveraging  the  moHvaHonal  and   engagement  elements  of  games  and  gamificaHon  to  promote   student  retenHon,  progress  and  compleHon.  
  • 23. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 24 InsHtuHonal  ConsideraHons  for  Broad  Scale   AdopHon  of  Game-­‐based  Learning  Include…   •  Learning  content  takes  many   •  Feedback  system  (aka   forms,  e.g.:   “GamificaHon”  or  “Behavior   •  Scavenger  hunts   MoHvaHon  System”)   •  Drill-­‐and-­‐pracHce  games   •  Profiles   •  e-­‐Learning  w/  game  dynamics  as   •  Badges   part  of  design   •  Awards/incenHves   •  Immersive  simulaHons   •  Leaderboards   •  Alternate  reality   •  Social  media  plaqorm   •  Augmented  reality/locaHon-­‐ •  CommunicaHons   based  services     •  CollaboraHons   •  Mobile  access   •  LMS  integraHon   •  Technical  support    
  • 24. Spring 2012 Anne Derryberry, Sage Road Solutions, LLC 25 “Leveling  Up”     Game-­‐based  Learning  in  HED   Successful  adopHon  of  game-­‐based  learning   requires:   •  A  solid  understanding  of  the  GBL  ecosystem   •  A  deep  knowledge  of  game-­‐based  learning  on  both  a   micro-­‐  and  a  macro-­‐level   •  A  detailed  framework  for  adopHon  addressing  market   realiHes,  insHtuHonal  requirements,  partner  idenHficaHon,   technology  integraHon,  and  organizaHonal  readiness.        
  • 25. Need  help  gezng  started?     Give  us  a  call  at  Sage  Road  SoluHons.               We  know  how  to  get  you  there.