365游戏平台-bt365游戏平台

365游戏平台-bt365游戏平台

德州专业教育者协会
德州专业教育者协会
/365游戏平台/media/Standard-Content-Banners/19_atpenews_winter_escape_games-left2.png?ext=.png /365游戏平台/media/Standard-Content-Banners/19_atpenews_winter_escape_games-left2.png?ext=.png

为什么教室逃脱游戏是一种突破趋势

你的使命, 你应该选择接受它吗, 当你签署你的合同时):告诉你的学生一个具体的TEKS目标. It’s up to you how you complete your mission—but you only have 50 minutes in which to do it.

传统的工作表能胜任任务吗?

也许不是.

It might be time to try a growing trend in game-based learning (GBL): the classroom escape game. These beat-the-clock classroom activities—whether based on an escape game kit from an educational product company or a DIY digital effort created with Google Sites and Forms—are winning over educators with their ability to combine content review with the four C’s (critical thinking, 协作, 创造力, 和通信).

“数字逃生游戏可以整合到任何内容和级别中,Jennifer Murnan说, 是一名五年级教师,也是Mesquite ISD的365游戏平台成员. Murnan has presented sessions on creating DIY digital escape games at several professional conferences. “You just need to understand your TEKS inside and out and know how to present that information to your students. The clues can be as simple or as complex as you want based on the needs and abilities of your students.

“Digital escapes are great for encouraging the four C’s as students work together toward a common goal.”

游戏学习的起源

Although academics have only recently started calling the gamification of learning “GBL,“人类游戏的最早证据可以追溯到公元前3500年.C. 在埃及. Ancient burial frescoes included a game called “Senet” that archaeologists believe was designed to teach theological perspectives on the afterlife. The concept of learning through game play is “deeply embedded into our cultural history as a civilization,” according to researchers at Coventry University and the University of Southampton in the U.K.

Classroom escape games are one of the latest examples of GBL and an educational offshoot of the “escape room” concept that originated in Kyoto, 日本, in 2007, 现在在全球各地都能找到. 在这些热门景点, 哪些通常具有显著的生产价值,比如精心设计的布景, 演员, 交互元素, 和音效, players work together in teams to solve puzzles and “escape” from a locked room in a defined period of time.

这个房间启发了Breakout EDU的创始人, a leading producer of physical classroom escape game kits and a growing library of digital escape games. 2015年3月, 创始人詹姆斯•桑德斯, a former middle school teacher and Presidential Innovation Fellow during the Obama administration, 和一群高中生参观了密室. 他以前参与过一个密室逃脱, 但这是他第一次对学生这样做. What he saw inspired him: The students collaboratively interacted and constructively offered one another feedback. 他想:“这怎么能翻译到课堂上呢??”

桑德斯开始和他的朋友马克·哈蒙斯进行头脑风暴, 然后是加州弗雷斯诺县教育办公室的技术协调员. They developed a prototype of what is now the Breakout EDU game kit and started beta testing it with educators.

“当bt365游戏平台创建概念原型时, bt365游戏平台玩了一些基本的游戏,让几千人中的一个说, “是的, 这根本行不通,“哈莫斯说.

收到了积极的反馈, Sanders and Hammons brought in fellow ed tech innovator Adam Bellow and began developing the Breakout EDU kits—a small box with a series of locks. The box can be used with curriculum-aligned games available on the Breakout EDU website.

Hammons说道:“bt365游戏平台希望自己的套件能够像任天堂主机一样. “所有游戏都应该在主机上即插即用. 这种方式, 如果你是南非的一名教师, 你可以和明尼苏达州或得克萨斯州的老师玩同样的游戏.”

每个Breakout EDU游戏都包含一个反射活动, so students focus not only on the academic content involved in the game but also social and emotional learning (SEL).

“作为教师, we’ve all been guilty of handing out worksheets and kids being bored and not being given a safe environment in which to fail,”哈莫斯说. “Our primary focus was on the four C’s—those are the real career-ready skills that we want to harness, 但bt365游戏平台想要以一种有趣且吸引人的方式去做这件事,而不是强迫. 当bt365游戏平台创造游戏时, bt365游戏平台总是在寻找不用线性路径来解决问题的方法, 而是解决问题的多种方法. 这种方式 it gives kids the opportunity to have a really strong dialogue about problem solving.”

研究说什么

Offering multiple student-driven paths to completion is a key driver of student engagement through classroom escape games, 根据学术研究. 另一个是额外的叙述层.

在“探索课堂管理的游戏化技术”中,在2013年的游戏+学习+社会大会上发表的一篇论文.0会议, Scott Nicholson of the Syracuse University School of 信息 Studies describes a traditional rewards-based gamification experience that initially engaged all students in the course but soon lost its novelty. 排行榜元素开始让所有未能获胜的玩家失去动力. Nicholson and his students decided to switch gears six weeks into the course and implement a student-suggested game in which the students took on the role of lab rats attempting to escape a mad scientist’s maze. 增加的叙事元素为学生创造了动力, though Nicholson noted “using a narrative that doesn’t support the concept of the class and feels ‘tacked on’ will lose its charm quickly and can get in the way of learning objectives.”

“The concept of meaningful gamification is that the primary use of game layers is not to provide external rewards, 而是帮助参与者找到与主题更深层次的联系,尼科尔森写道.

如何在教室里逃离

想要尝试课堂逃生游戏的教育者有两个选择:商业模式, 预定路由(à la Breakout EDU), 或者是穆尔南在课堂上使用的DIY方法.

大多数Breakout EDU工具包由学校系统购买, 哈莫斯说, 虽然个别教师也可以投资于工具包, which cost $150 each and include a year’s subscription to Breakout EDU’s online database of games. 教师也可以使用Breakout EDU工具包制作自己的游戏, 包括物理锁, 隐形墨水笔, 和更多的.

什么是真正的起飞, 根据哈莫斯, 数字逃脱游戏是Breakout EDU工具包的补充吗. A teacher might have only one physical kit but want the rest of the class to be able to participate. In addition, students can create their own digital games and submit them to their teacher for review.

Educators like Murnan have been inspired by Breakout EDU’s digital sandbox and “build your own” videos that explain how to hide clues in Google Drawings and create locked Google forms. Murnan’s instructional technology facilitator introduced her to paper-based escape games.

“我非常喜欢不花钱, so the idea of being able to implement something fun and exciting for my students without having to purchase or manage lock boxes intrigued me,”Murnan说. “但尽管我很节俭, 我也不喜欢打印一堆不同的东西,然后把它们都记录下来. 所以,我决定在网上做同样的事情.”

Murnan likes to use her escape games as review activities and has created two digital escapes—one for physical properties and one for Earth and space science. 她还在开发一款生命科学游戏.

“Creating your own digital escape game takes a lot of planning upfront and quite a bit of time to create, 但一旦你完成了, 你有一个很棒的游戏体验,你的学生会喜欢,”她说. 

 

此内容最初发表于 2019年冬 的问题 365游戏平台新闻.