My colleagues have discussed that one of the biggest changes to education has been the creation of a learner-centric model for teaching. I find this kind funny as I believed that teaching had always been learner centric. Aren’t students the main benefactor? Isn’t that why we are all here? I can only come to that conclusion because I think about learning from a games-based mindset. Games are created for others to interact with, play, and enjoy. They aren’t for the designers. Is an un-played game still a game? If a class isn’t designed for students, then is it a class?
Read MoreGames are truly a powerful medium. They engage us and shape us. We play them, and in turn, they help inform how we interpret our own experiences. Games-based learning seeks to utilize all of these things. Game mechanics can engage users and help them solve problems. Although in games, those problems are contrived challenges. These challenges are structures that designers have added for players to succeed against. However, as gamers, designers, and educators, we can take away some lessons from games to help inform how we teach and learn.
Read MoreWhat is a game? What makes a game? Games have been part of human history for many years. But do we even know what we are playing? What makes them fun, interesting, unique, and engaging?
Read MoreThis is a question that never comes up in my presentations: “What makes games so appealing?” Usually people already know the answer. So, they don’t ask the question. Lots of people have different reasons why they play games: because they like the characters or the story. Because they want to escape from their everyday lives (if only for a few minutes). Some like the challenge that games provide while other people like socializing around games. But another reason that makes so appealing? It’s because they are constantly changing.
Read MoreSome in their life will embark on the doctoral journey; a journey which is challenging to say the least. I broke down my journey into the bare numbers that made up my doctoral degree in the hopes that others will use it to shape their own path. Enjoy!
Read More“I’d rather be lucky than good,” is a phrase that I’ve heard before. What it really means is that I’d rather benefit from chance than succeed through skill. In this post we’ll cover the difference between luck and skill; how both are similar; and how you can use it in student affairs practice.
Read MoreGamification, or putting game elements in non game settings, is a powerful tool. Higher education and student affairs can definitely benefit by practicing gamification. This post will describe how professionals can use Gamification in three ways: to enhance the student experience, to brand your institution, and to connect students to other services and programs they may benefit from.
Read MoreGames are just one of many ways to teach and educate students. Specifically, games are very useful in three areas: they provide a shared experience where students work cooperatively to solve a common problem; they provide a structure to explore creativity; and they also provide a framework for understanding how complex systems work. In this post we’ll explore all three ways educators can make use of games-based learning for their students.
Read MoreI took advantage of the great opportunity to be interviewed by higher ed social. Higher ed social is a podcast for higher education. Lougan Bishop who is the Social Media & Digital Marketing Specialist for Belmont University along with co-host Jackie Vetrano, the Web and Social Media Coordinator at Genesee Community College grilled me about all things games.
Read MoreThere are definitely different types of people in the world. And like people, there are different types of gamers. This post will explore the characteristics of those players and how games cater to and challenge these players. Student affairs professionals will be able to connect this to their work by understanding how player motivation can help motivate them through the gamification of learning.
Read MoreMost student affairs professionals I’ve met are a competitive bunch. We strive to do more, see more, learn more, and achieve more. That’s not unlike many modern games where we are awarded for the little steps along the way known as achievements.
Read MoreThis post will go into greater depth as to HOW learning in a games-based learning environment happens. It all starts with constructivism.
Read MoreEvery day more of my attention has to turned towards my dissertation. This blog was originally created as a way to explore games-based learning through my work as a student affairs professional in higher education. So the following post outlines what I plan to study through my dissertation as well as how it will add to education’s body of knowledge.
Read MoreIf you’ve ever seen a DIE HARD movie (or really any action movie) you’re going to remember some memorable and tense hostage negotiation sequences. The title game Hostage Negotiator by Van Ryder Games has all of this and more. Its tense nature kept me and my students on the edge of our seats the entire time we played.
Read MoreThis past February 12, 2016 I was honored to present at the annual NYU Student Affairs Conference at their Kimmel Center of University Life on my work in Blended High Impact Experiential Learning for my staff trainings. Below is the program abstract and outline. If you weren’t able to make the presentation I have provided both the Prezi and Blended Versal Course so that you can share the presentation out with your staff. Enjoy!
Read MoreBig systems, small systems, fast systems, slow systems. Pretty much everything, everyone, and everybody that we work with is part of system: large or small. But how do those systems work and how do they affect you? What does my work on this committee mean for the university? What does buying Marvin Gardens mean for the long game of Monopoly? Will selling off my AMEX stock really affect the London Stock Exchange? This is SYSTEMS thinking and there are four main ways to think about them: big (macro), small (micro), simultaneously (synchronous), or linearly (asynchronous). You got to have a system to navigate a SYSTEM, right? Keep reading to find out how.
Read MoreWhat is fun? What is hard fun? Is there easy fun? Gaming and games-based learning uses the fun of games, the joy of engagement, and the thrill of overcoming challenges as powerful motivators to get students to meet learning outcomes.
Read MoreA few days ago I had a conversation with an old student of mine that was having trouble staying focused after graduation. “There’s just not much for me to do,” my former student said when discussing time spent after college.
Read MoreHanabai is a cooperative card game designed by Antoine Bauza. Players are dealt a series of cards face down. These cards are never revealed to their holders. Instead they can only provide information to teammates around the table. Each card comes in one of six colors: green, blue, red, yellow, white, and rainbow. In addition each card has a rank: 1-5.
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