EST 579 Educational Games

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/

Course Description

Simulations and computer games as a learning tool. Traditional game and simulation genres, and their appropriate uses in education. Gameplay design. Game development process, from storyboarding to delivery. Assessing games as learning tools. Students will use a multimedia authoring tool to prototype an educational game or simulation of their own design.

Learning Outcomes

At the conclusion of the course, students will be able to …

  1. Select and evaluate computer games for specific learning objectives.
  2. Design an engaging educational game with appropriate goals, challenges, rewards, and feedback.
  3. Rapidly prototype game ideas, for testing and promotion.
  4. Create a simple educational game/simulation that can be played on the web.

Textbooks

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.

Course Materials

You are responsible for saving your work. You may use a USB data key, external drive, or .

Course Requirements

Your grade will be based on the following criteria:

Advisories

My Own Advice

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.

Topics

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

References

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 Learning3(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.