The project grew from the intersection of Davidson’s research on the brain bases of emotion, Squire’s expertise in educational game design, and the Gates Foundation’s interest in preparing U.S. students for college readiness-possessing the skills and knowledge to go on to post-secondary education without the need for remediation.
“Skills of mindfulness and kindness are very important for college readiness,” Davidson explains. “Mindfulness, because it cultivates the capacity to regulate attention, which is the building block for all kinds of learning; and kindness, because the ability to cooperate is important for everything that has to do with success in life, team-building, leadership, and so forth.”
He adds that social, emotional, and interpersonal factors influence how students use and apply their cognitive abilities.
Building on research from the Center for Investigating Healthy Minds at UW-Madison’s Waisman Center, the initial stage of the project will focus on designing prototypes of two games. The first game will focus on improving attention and mental focus, likely through breath awareness.
“Breathing has two important characteristics. One is that it’s very boring, so if you’re able to attend to that, you can attend to most other things,” Davidson says. “The second is that we’re always breathing as long as we’re alive, and so it’s an internal cue that we can learn to come back to. This is something a child can carry with him or her all the time.”
The second game will focus on social behaviors such as kindness, compassion, and altruism. One approach may be to help students detect and interpret emotions in others by reading non-verbal cues such as facial expressions, tone of voice, and body posture.
“We’ll use insights gleaned from our neuroscience research to design the games and will look at changes in the brain during the performance of these games to see how the brain is actually affected by them,” says Davidson. “Direct feedback from monitoring the brain while students are playing the games will help us iteratively adjust the game design as this work goes forward.”
In a landmark 2009 study in the Proceedings of the National Academy of Sciences, Stanford University researchers compared the attention-switching abilities of people who said they multitasked often with those of people who did so rarely. It found that the frequent multitaskers were more easily distracted and performed worse on memory and attention tests than those who preferred to do one thing at a time.
Marilyn Lord, History Dept Chair at Kimball Union Academy, on using games like Civilization and customized games on Facebook to teach history in the classroom.
Free streaming session Thursday at 7:30pm
Which brings me back to a question that’s been on my mind for a while — how do you design a really excellent online learning experience?
Online courses that require watching videos. Even worse when captions/transcripts are not available.
Required videos limit when I can complete the work. It’s harder to find a solid chunk of time to sit without interruptions, never mind the fact that I can’t always have sound playing on my computer.
Head phones?
Google+ releasing Hangouts “ON AIR”
Instead, nowadays everyone just uses Google to find stuff. This means that we all know exactly the same 10 (somewhat random) things about any given topic.
Use TinkerCad, a web based, simple 3-D modeling platform for Chrome.
Anyone want to donate me a 3-D printer for my design classroom?!
Student Video on Art Education.
My 9th grade Foundations of Visual Art students broke up into groups on our last field trip to Norristown Arts Building, a community of artists and studios. Each group was given a flip cam and they all decided to focus on the question of what students should be taught and why art education is important.
This was one of the results.
Chocolate-covered broccoli. That’s what designers of educational games call digital products that drape dull academic instruction in the superficially appealing disguise of a game. Instead of placing the fun of discovery and mastery at the heart of the game, these imposters use the trappings of games “as a sugar coating” for their otherwise unappetizing content, note Jacob Habgood and Shaaron Ainsworth.
The two researchers, from the University of Nottingham in England, recently decided to find out whether children could detect such subterfuge, and whether they benefited more from lessons that masquerade as games—or from games that make learning an end in itself.
Habgood and Ainsworth began by creating a game, called Zombie Division, that aimed to teach math to students aged seven to 11. In the authors’ words, Zombie Division “is a 3D adventure game based around sword fighting in which the player (acting as the hero Matrices) must use different attacks to mathematically divide opponents according to the numbers on their chests.”
The scientists designed two different variants of the game: an “intrinsic” version, in which mastery of mathematical challenges produced rewards within the game, and an “extrinsic” version, in which a period of play was followed by an online math quiz. Both types contained the same instructional content, but in the extrinsic version that content was “delivered away from flow-inducing
Ineffective games bestow gold stars for good performance instead of making the incentives internal to the game.
game-play, and presented as abstract mathematical questions,” the researchers note. (“Flow,” as many gamers know, is a psychological state characterized by energetic, engaged immersion.) In the intrinsic model of the game, for example, a player who correctly divided his opponent with his sword would be rewarded by seeing his foe split into a proportional number of ghosts. In the quiz built into the extrinsic model, a player would simply be notified that her answer to a division problem was correct.
In Habgood and Ainsworth’s experiment, reported in the Journal of the Learning Sciences, one group of students was assigned to play the intrinsic version of Zombie Division for two hours. Asecond group played the extrinsic version for the same length of time. Afterward, both groups were tested on their knowledge of division.
The results were clear: The children who had played the intrinsically-rewarding game learned more math. Next, the researchers allowed another group of children to choose the option they preferred. The verdict here was even more definitive: The pupils spent seven times longer playing the intrinsic version of Zombie Division.
Many educational games fail to live up to their promise of effective, enjoyable learning; Habgood and Ainsworth suggest that’s because the games rely on an extrinsic reward structure, bestowing gold stars for good performance instead of making the incentives internal to the game. The key to creating a successful educational game, the authors conclude, is what they call “intrinsic integration”: ensuring that the mechanics of the game mesh tightly with the content the game is trying to teach. It’s a lesson that applies to offline education, too: Make the vegetables themselves taste good, and you won’t have to bribe kids with chocolate.
So good… and so true! Never confuse a single defeat with a final defeat!