Today, I attended a session on gaming. Here is a link to information about the program: http://tlt.its.psu.edu/about/news/2011/egcbrownbagrisk.
Excellent session! So glad that I attended. They even provided lunch! Too bad I didn’t realize that :(.
The game itself was a card game that can be found and purchased here: http://www.thegamecrafter.com/games/fault-tree-poker-2.1.
My purposes for going to the session were:
- Involvement in gaming, simulations, and Virtual Worlds Research Team for World Campus Learning Design
- Position as Instructional Designer for IST World Campus classes
- My personal interest in probability and statistics
Here are a few points that I’d like to share:
- I was interested in how much Dr. McGill was positively influenced by the IRB process that he had to go through, especially since we have been discussing this very topic during our Gaming, Simulations, and Virtual Worlds meetings. At the least as before we have students user-test our games, we will have the opportunity to reflect on what we are trying to accomplish.
- The game didn’t perform as well as the lecture in terms of students’ performance on the post assessment. This makes sense to me for several reasons. I don’t think that games alone or lectures alone or any teaching strategy alone will accomplish the most. It is the interweaving of appropriate strategies by a savvy instructor that accomplishes this. My guess is that the assessment was more of a traditional assessment that lends itself to assessing what has been shared in a lecture. If the assessment had been a real-world assessment, then my guess is that there may have been different results.
- Dr. McGill talked about a “weekend effect,” wherein students who played the game as a learning strategy did better on an additional post-test that had been given the next session. It was as if students had mysteriously gained more knowledge. A student from the course who had also attended the session gave us a clue about why this had happened. After the class, students from each class began to talk. Students who had attended the lecture were curious about the “fun” that the other class was having. During these discussions, ideas were clarified that resulted in higher scores for the game players. This is another point for constructivism. Students learn socially and need to reflect on their work. It is during this time that real learning happens.