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The Learning Conference 2003

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Presentation Details

 

Games that Teach

Diana Mungai, Dianne Jones.


Participants in this session will develop a greater understanding of how to engage learners with different learning styles through the creative use of games -- from both a theoretical and applied perspective. We will also share examples of games that we have used that are transferable to any educational setting.

Specifically, we will explore the five characteristics that define a game – (conflict, control, closure, contrivance, competency), the rationale behind different types of games (games to teach, games to evaluate degrees of learning transfer, etc.) as well as the rationale behind targeted selection of games that teach.

As the backdrop for the presentation, we will discuss the benefits of game-driven interactivity and learning. In a world where the pace of change is accelerating constantly, where people expect to be engaged and stimulated in what's been called a "sound bite world," we will show how we have been able to captivate learners and hold their attention by getting them involved in the subject matter in fun and creative ways.

Special emphasis will be placed on creating games that best support learning outcomes and, at the same time, can be accessed by a wide range of computers -- from speed of light fast to mule train slow! By focusing on sound design principles and not relying on high-end software solutions, we will help participants combine learning methods targeted to specific outcomes with the technology available in their environments.

Participants will see examples of many different types of games and will learn how to effectively select the right game at the right time to support learning objectives. We will share some of the games listed below:Examples of educational games:
1. Who wants to be a ___?
2. Jeopardy
3. Scavenger Hunt
4. Word searches
5. Word Jumble
6. True-False
7. Ordering
8. Fill in the blank
9. Multiple choice
10. Trivia
11. Flash cards
12. E-mail game
13. Idea Mapping
14. Diagram It
15. What am I?
16. Triples

To foster post-session learning, participants will be:1. given access to a web site that contains templates they can use to create their own games, along with sample games that they can "test drive" at their leisure. Also included at this site are numerous links to some of our favorite game sites.2. provided with PowerPoint slides used in the live presentation.

MAIN OBJECTIVES
In this session, participants will learn various ways that they can use games in a technology-enhanced environment to support key learning points. In addition to demonstrating the creative use of popular game shows in reinforcing learning we will use other, equally recognizable games. In the session we will also demonstrate easy to assemble, low-technology solutions that anyone can develop and use. Specifically, as a result of attending this session, learners will be able to:
1. Understand the theoretical foundation behind the use of games in effective instructional design.
2. Assess their learners' learning style and utilize gaming solutions that adapt to their preferred style. Special emphasis is placed on the visual and kinesthetic learning styles.
3. Select games that support learning objectives, that are easy to assemble, that accommodate the technology capabilities of your organization and that encourage interaction by the student with the learning materials.
4. Select learning games that are appropriate for any educational setting.
5. Determine potential uses of games as formative and summative evaluation tools.
6. Go to our web site after the conference to get hands-on examples of the games in action and to access templates that will help the attendee tailor games for use in their own learning environments.

Presenters

Diana Mungai  (United States)
Principal

The Melian Group, LLC

Ms. Mungai is recognized for the passion, purpose, and fun that she brings to projects and to her profession. She specializes in fostering a results-oriented learning and development culture that incorporates real work problem-solving, adult learning principles, performance enhancement, and action learning. Working with organizations in various industries ranging from healthcare services and insurance to government and higher education, she helps organizations create a strategy for recruiting, retaining, and harnessing the collective talent of the organization. She works with leadership to develop effectiveness strategies that support organizational change resulting from mergers and acquisitions, downsizing, and other large-scale change initiatives. By assessing an organization's people, process and environment infrastructure, she is able to create targeted learning and development initiatives to support high performance. She is comfortable working with all levels and functions within an organization.

In addition to designing customized professional and management development programs to support an organization's human capital, she is experienced in instructional design, blended learning media and in the use of instrumented learning tools. She is also certified to teach a number of high-end professional development programs in sales, presentation skills, change management, team building and communication. She has a strong working knowledge of technology-based learning applications that include web casting, teleconferencing, and videoconferencing to support live classroom instruction.

Diana recently launched an unique management development curriculum entitled, "The Managers' Boot CampÔ" - an integrated, modular curriculum that helps new and existing managers find their 'professional voice' by incorporating key leadership/management concepts with skills training and opportunities to learn through experience. Courses can be tailored to meet the specific learning and development needs of the organization. Examples of course offerings include: "Two Hats Leadership," "Managing for Excellence in Action," and "Charting our Course: Individual Development Planning."

In addition to having over seventeen years of hands-on experience in learning and organizational development, Diana has an undergraduate degree in English, a Master's degree in Higher Education Administration, a Master's degree in Human Resource Management, and a Certificate in Distance Learning. She has also published several articles on subjects ranging from developing performance rewards to blending learning solutions and a recent article on blended learning appeared in the ASTD 2002 Distance Learning Yearbook.

Ms. Mungai is also a keynote speaker at various conferences and association meetings on subjects as wide ranging as managing stress, building high performance teams and using games to reinforce learning.


Dianne Jones  (United States)
Professor
Department of Health, Physical Education, Recreation and Coaching College Of Education
University of Wisconsin-Whitewater

Dr. Jones received her undergraduate degree in 1974 from Eastern Kentucky University, a master’s degree in 1975 from Western Illinois University and a doctorate from West Virginia University in 1979. Dr. Jones has been teaching at the University of Wisconsin-Whitewater for 28 years where she teaches undergraduate and graduate totally web-based and web-based enhanced courses. The presenter is proficient in the use of Blackboard as a web-based technology.
In the last two years she has made the following presentations: learning through technology games, teaching and learning through technology, matching the learning styles of students with technology, digitizing videos for the visual learner, and technology learning solutions. She has also attended over fifty educational training sessions on technology, which include the following topics: distance learning technology and courseware, instructional deign, web page design, software for teaching.
Dr. Jones has also received a UW-Whitewater Title III Training and Conference Support Grant the last four years.
Professional web page: http://facstaff.uww.edu/jonesd/

Keywords
  • Games
  • Game that Teach
  • Games that Transfer to any Learning Environment
  • Games from a Theoretical and Applied Perspective
  • Game-driven Interactivity and Learning.
  • Games that Support Learning Objectives
  • Games that Support Learning objectives.
  • Games as Learning Objects
  • Games Accommodating Learning Styles
  • Games as Formative and Summative Evaluation Tools
  • Game Characteristics
  • Learning through Educational Games



(Virtual Presentation, English)