Instructor: | Dr. Lori L. Scarlatos |
Time: | Th 5:30 - 8:30 pm |
Location: | Old CS 2205 (Multimedia Lab) |
Office: | 1421 Old CS |
Office Hours: | W 11:00am - 12:30pm Th 4:30-5:30pm or by appointment |
Email: | Lori.Scarlatos (at) stonybrook.edu |
Website: | http://www.cs.stonybrook.edu/~lori/ |
At the conclusion of the course, students will be able to …
Readings for the course will be from the recent literature, and may be found on the Blackboard site. Materials for learning Comic-BEE and AppInventor are online; I will provide links in Blackboard.
Think of me as your cranky client. There may be times when you disagree with what I say. You may think that some things are a matter of opinion, or that you are right and I am wrong. Just remember that I am the one giving out the grades. When I make a suggestion, be sure to listen, because it may have an impact on your final grade.
Start your assignments and your project early. That way if you have trouble, you can get help in time to finish your assignment by the due date. This will also help you to avoid a last-minute crunch in the lab.
Don't be afraid to ask questions. If you don't understand something, it's likely that your classmates don't understand it either. Raise questions in class. If you need further explanation, come see me during office hours. If you can't make my office hours, send me email. Be sure to do this before you get hopelessly lost.
Work with other students. I do not mean that you should copy each other's work (which will not be tolerated). Rather, you should learn from one another. If you can't figure out how to make something work, see how your colleague did it. It is also useful to discuss different ways of approaching a problem.
Please let me know as soon as possible if you anticipate any problems with this class. If alerted to them early on, I may be able to accommodate your needs.
Classes are divided into two parts: theoretical and practical. Readings are posted in the Course Documents section of Blackboard. You are responsible for doing the readings before class, as they will be discussed in class. Assignments are due on the date listed. Please note that this schedule is approximate, and subject to change.
Date |
Theoretical | Practical | Readings |
Assignment Due |
8/31 |
Introduction to games & simulations for education | Aldrich, 2005 (Section 1) | ||
9/7 |
Learning from narratives | Comic-BEE | Cassidy, 2001 | |
9/14 |
Simulations & games for learning | Hilton & Honey, 2011 (Ch. 1) | Lesson Plan | |
9/21 |
Learning with simulations & games | Comic-BEE | Hilton & Honey, 2011 (Ch. 2) | Script |
9/28 |
Learning by making games | Comic-BEE | Resnick, 2007 | Storyboard (Design Review) |
10/5 |
Simulations & games in the classroom | Comic-BEE | Hilton & Honey, 2011 (Ch. 3) | Final Comic (Project Presentation) |
10/12 |
Simulations & games in informal contexts | Hilton & Honey, 2011 (Ch. 4) | ||
10/19 |
Simulations & games in science assessment | AppInventor | Hilton & Honey, 2011 (Ch. 5) | Midterm paper |
10/26 |
Game design principles | AppInventor | ||
11/2 |
Game interactions | AppInventor | Game overview | |
11/9 |
Motivation | AppInventor | Yee et al, 2012 | Wireframes |
11/16 |
Social impact of games | AppInventor | Greitemeyer & Osswald, 2010 | Design Review |
11/23 | Thanksgiving - no classes | |||
11/30 |
Virtual class - see Blackboard for assignment Research agenda |
Hilton & Honey, 2011 (Ch. 7) | ||
12/7 |
Project Presentation #2 |
Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. John Wiley & Sons.
Aldrich, C. (2012), ‘Why Educational Simulations? Designs to Develop Competence Plus Conviction’, Inside Learning Technologies & Skills, January, 2012, 121-126.
Blasi, L. and Alfonso, B. (2006) Increasing the transfer of simulation technology from R&D into school settings: An approach to evaluation from overarching vision to individual artifact in education, Simulation Gaming, vol. 37, no. 2, 245-267.
Cassidy, K. (2001). Enhancing your experiential program with narrative theory. Journal of Experiential Education, 24(1), 22-26.
Types of learning - Clark, D. and Nelson, B. and Sengupta, P. and D’Angelo, C. (2009) Rethinking science learning through digital games and simulations: Genres, examples, and evidence, online at http://www7.nationalacademies.org/bose/Clark_Gaming_CommissionedPaper.pdf.
Seth Cooper, Firas Khatib, Adrien Treuille, Janos Barbero, Jeehyung Lee, Michael Beenen, Andrew Leaver-Fay, David Baker, Zoran Popovic´ & Foldit players (2010). Predicting protein structures with a multiplayer online game, Nature, vol. 466, 5 August 2010, 756-760.
Adrián Domínguez, Joseba Saenz-de-Navarrete, Luis de-Marcos, Luis Fernández-Sanz, Carmen Pagés, José-Javier Martínez-Herráiz, Gamifying learning experiences: Practical implications and outcomes, Computers & Education, Volume 63, April 2013, Pages 380-392.
Dondi, C. and Moretti, M. (2007) A methodological proposal for learning games selection and quality assessment, British Journal of Educational Technology, 38(3), 502-512.
Foster, A.N. and Mishra, P. (2008). Games, claims, genres & learning. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education. Information Science Reference; Hershey, PA (1759 pages; 3 volumes), 33-50.
Gee, J. P. (2010). A situated sociocultural approach to literacy and technology, online at http://www.jamespaulgee.com/sites/default/files/pub/Approach%20to%20Literacy%20Paper.pdf.
Gentile, D.A., Anderson, C.A., Yukawa, S., Ihori, N., Saleem, M., Ming, L.K. Shibuya, A., Liau, A.K., Khoo, A., Bushman, B.J., Huesmann, L.R. and Sakamoto, A. (2009) The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies, Pers Soc Psychol Bull. 2009 June ; 35(6): 752–763.
Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of personality and social psychology, 98(2), 211.Hilton, M., & Honey, M. A. (Eds.). (2011). Learning science through computer games and simulations. National Academies Press.
Huang, T. and Plass, J.L. (2009) History of Play in Education, Institute for Games for Learning, white paper #06/2009, available online at http://g4li.org/wp-content/uploads/2009/10/6-History-of-Play.pdf.
Hunicke R., LeBlanc M. & Zubek R. (2004) MDA: A Formal Approach to Game Design and Game Research. Game Design and Tuning Workshop at the Game Developers Conference, San Jose, CA. Available at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf.
Iten, N., & Petko, D. (2016). Learning with serious games: Is fun playing the game a predictor of learning success?. British Journal of Educational Technology, 47(1), 151-163.
Ke, F. (2009) A Qualitative Meta-Analysis of Computer Games as Learning Tools, in Ferdig, R.E. (ed), Handbook of research on effective electronic gaming in education, Information Science Reference; Hershey, PA (1759 pages; 3 volumes), 1-32.
Kelle, S., Klemke, R., & Specht, M. (2011). Design patterns for learning games. International Journal of Technology Enhanced Learning, 3(6), 555-569.
Klopfer, E., Osterweil, S. and Salen, K. (2009) Moving learning games forward: obstacles, opportunities & openness, The Education Arcade, available online at http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf.
Pitaru, A. (2008) E Is for Everyone: The Case for Inclusive Game Design, in Salen, K. (ed), The Ecology of Games: Connecting Youth, Games, and Learning, The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, The MIT Press, Cambridge, MA, 67-88.
Resnick, M. (2007, June). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. In Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition (pp. 1-6).
Rice, J.W. (2007) Assessing Higher Order Thinking in Video Games, Journal of Technology and Teacher Education 15(1), 87-100.
Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of computer simulations in science education. Computers & Education, 58(1), 136-153.
L.L. Scarlatos (2002). TICLE: Using Multimedia Multimodal Guidance to Enhance Learning, Information Sciences 140 (2002), pp. 85-103.
Steiner, C. M., Kickmeier-Rust, M. D., & Albert, D. (2015). Making sense of game based user data: learning analytics in applied games. RAGE Publications, downloaded from http://hdl.handle.net/1820/6046
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal Of Educational Psychology, 105(2), 249-265.
Yee, N., Ducheneaut, N. and Nelson, L. (2012) Online gaming motivations scale: development and validation, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12), 2803-2806.