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Integrating Games Into the<br />

Isochronous Learning<br />

Environment: Designing<br />

Instruction for Mixed-Age<br />

Classrooms<br />

Yulia Piller, MAT<br />

University of North Texas<br />

Jami Roberts-Woychesin, MS, PhD<br />

Arts & Technology Institute


Yulia Piller<br />

Jami Roberts-Woychesin


Introduction<br />

We will present the initial stages of development<br />

of the Isochronous Instructional Framework (IIF)<br />

IIF is rooted in ethnographic evidence collected<br />

over a period of 10 months<br />

Courses analyzed included a 12-week course in<br />

computer literacy and four 5-day workshops


Why This?<br />

At Arts and Technology Institute (ATI) classes<br />

are all mixed-age and students start at different<br />

learning levels.<br />

Popularity growth for the mixed-age class model.<br />

Strengthens higher learners while teaching lower<br />

level learners.


Introduction<br />

Case Studies took place in the Dallas, Texas area.<br />

Students ranged in age from 8 yo - 13 yo.<br />

Computer Literacy class contained 20 students<br />

Minecraft Learn to Mod classes = 16 students


Games in the Classroom<br />

Games should afford learners ability to construct<br />

new knowledge.<br />

Pressure to introduce games in the classroom<br />

Problem of disconnect<br />

Problems with existing frameworks


Flow Theory<br />

Successful learning activities establish flow or a<br />

balance between the ability of the student and the<br />

challenge.<br />

Environments are created that maintain flow while<br />

learning objectives are met.<br />

Opportunities for knowledge and transfer are<br />

presented to students.<br />

Vygotsky’s zone of proximal development is used<br />

scaffolding content without flow interruption.


Theoretical Framework<br />

SOLO<br />

Gagne’s Events of Instruction<br />

Bloom’s Taxonomy


SOLO Taxonomy<br />

Breaks down the complexity of learning into five levels<br />

of a student’s understanding.<br />

Serves to guide levels of comprehension that can be<br />

incorporated with the proposed learning results and<br />

make appraisal criteria of rubrics.<br />

Affords the instructor to analyze the students work in<br />

terms of quality.


SOLO


Gagne Events of Instruction<br />

Learners must proceed through a hierarchy of<br />

skills to complex in order to attain certain learning<br />

outcomes.<br />

These include nine events of instruction.<br />

Useful in identifying educational content of a game.


Bloom’s Taxonomy<br />

Cognitive aspect of learning outcomes<br />

Lower level / Higher level thinking skills<br />

Identifies 3 domains of learning:<br />

Cognitive, Affective, & Psychomotor


Introduction to IIF<br />

isochronous -<br />

mathematical term of<br />

isochronous<br />

curve - a cycloid curve<br />

to its finishing point is<br />

independent of the<br />

starting point of each<br />

object,<br />

given that gravity is<br />

uniform and there is no<br />

friction.


IIF<br />

Isochronous Learning Environment<br />

any classroom in which students are of mixed ages<br />

working toward the same learning objective<br />

independent of their initial knowledge and skill<br />

level.<br />

-Uniform gravity = constant flow<br />

-Friction = anything that can be caused by student’s<br />

learning differences, environmental,<br />

logistical, and social difficulties


IIF<br />

Objectives (teaching & learning) drives game<br />

selection.<br />

Properly defined objectives = solid understanding<br />

Iterative Assessment allows progression


Integrating Games into IIF<br />

Games for assessment<br />

e.g. Jeopardy<br />

Games for understanding<br />

e.g. Rube Goldberg machine in Contraption Maker<br />

Games for transfer and application<br />

e.g. Redstone in Minecraft


Conclusion<br />

Set teaching and learning objectives<br />

Constant assessment<br />

Need for further studies

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