Digital Directions - Winter 2013 - (Page 20)
“
It really
teaches you a lot
subject-wise
and real-worldwise because . . .
you learn how to be
,
and that is what you
need to
in the
world.
independent
survive
real ”
—Nautica Robinson
8th Grader_West Pender
Middle School
be in my own fantasy world.”
In addition, Minecraft has helped her learn
science and social studies concepts, she says.
“It really teaches you a lot subject-wise and
real-world-wise because ... you learn how to
be independent, and that is what you need to
survive in the real world,” Nautica says.
Abigail Lopez, 12, a 7th grader at West
Pender, is using Minecraft to learn about
science. She says learning through games is
“fun and educational.”
In her class, students use the game to build a
Hunger Games-inspired arena where students
compete against each other to build colonies
that ensure their survival. Because there are
limited resources, students also have to use
teamwork in order to survive, Abigail says.
One of the biggest challenges in
incorporating the game into the classroom was
finding the right platform to house the
curriculum, says Gillispie, who started with the
open-source learning-management system
Moodle but found that its structures were too
rigid for his game-based course.
Gillispie then discovered the 3D GameLab, a
game-based learning-management platform
created by Boise State University and now
run by Boise, Idaho-based GoGo Labs, which
aims to use education research to design and
build educational technologies that support
game-based learning.
3D GameLab uses experience points, virtual
badges, and scorecards instead of
percentage-based grades to track students’
progress. The platform allows for a nonlinear
progression so students can choose where
they go next, rather than being forced to follow
a specific path. A leaderboard within the
platform encourages players to keep playing
even after they’ve completed their mandatory
activities, says Lisa Dawley, a former
researcher at Boise State who is the founder
and chief executive officer for GoGo Labs.
The platform was made available in a limited
beta release that could be accessed only by
going through a “teacher camp” where
teachers learn how to create quests within the
platform, incorporate games into the classroom,
and do other tasks. Dawley expects to open it to
a public beta early this year.
“It’s been part of our strategy to focus on
early-adopter teacher types who are willing to
play and explore,” Dawley says.
Gillispie uses the platform as the foundation
for his class. “Kids access it and work on it at
their own pace, choosing what quest or what
area they would like to explore,” he says. He
emphasizes that choice is an essential
component of game-based learning.
Support from administrators in the Pender
County district has allowed Gillispie to move
forward with a learning approach that can
often be a tough sell to education officials—
especially because the students in his World
of Warcraft class actually play within the
game, often interacting with nonstudent
players. He feels such interaction is critical to
their education.
“We can talk about teaching kids digital
citizenship and how to be responsible there,
but we’re blocking their access,” Gillispie says.
“They’re going into the Wild West with no one
to help them navigate that wilderness.”
In the class, students are supervised at all
times, he says, and the parental controls on the
students’ games do not allow them to access
World of Warcraft outside of class time.
But the biggest challenge can often be
convincing teachers and other adults that
students can learn through game play,
Gillispie says.
“It really depends on whether they have a
vision for this or not,” he says. “The challenge is
just reminding adults that play is powerful.” n
Read Aloud Classics
GOAL To help young readers increase reading
comprehension
GAME DESCRIPTION Read to yourself or listen along to
36 brightly illustrated stories, poems, and plays
COURSES Reading K-5
PLATFORMS iPad, Android
20 >> www.digitaldirections.org
http://www.digitaldirections.org
Table of Contents for the Digital Edition of Digital Directions - Winter 2013
Digital Directions - Winter 2013
Contents
Editor’s Note
DD Site Visit
Bits & Bytes
Digital Storytelling
Online Courses Turn on Gaming
Reading in the Age of Digital Devices
Movers & Shakers
State, Federal Leadership Seen as Key to Innovation
Open-Source Opportunities
BYOD Boundaries
E-Cloud Forecast
Digital Shift
Security
Digital Directions - Winter 2013
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