720-884-6490
The student population is transitioning ever more towards digital innovations, which require
creative instructional design and content presentation, especially in the traditional lecture
common to university courses. The proposed grant seeks to lead an innovative approach to
instruction, more closely aligned to current technology trends and student interest by
implementing a professional development series on digital games and game-based learning.
The proposal outlines key benefits and relevant examples of digital games in use for higher
education and seeks to develop faculty skills sets within instructional technology,
pedagogical approaches, and design activities that promote engagement. Through a
summer intensive series and follow-up meetings throughout the year, faculty will be
prepared to utilize the benefits of digital games in their respective course content or subject
areas, while simultaneously promoting the development of 21 st century skills in their
students. Faculty will engage the training to better understand the role of game-based
learning and create a foundation to integrate digital games in their courses. The series will
address constructivist and problem-based learning approaches, as well as provide direct
experience with several educational games. Outcomes of the series include an increased
interest in integrating digital games to improve student motivation and engagement, as well
as the ability to create and design effective lesson plans that are aligned to their course
content objectives.
2
INTRODUCTION
encountering the need to incorporate 21st century skills, which demand effective technology
for content instruction. These changes are ever more present with the upcoming
generations of digital natives soon to be entering college, whose daily activity with digital
content is directly tied to their learning. The student population is changing and demand
more instant gratification in their learning to remain engaged. Through the utilization of
digital games and game-based learning, faculty can increase the relationship of instructional
content to be more active, engaging, and enjoyable; more akin to the digital experiences of
the current generation. By training faculty at the undergraduate and graduate level to
develop skills with digital games, design games, and apply game-based learning in their
understanding content and the needed growth of 21st century skills (Sardone & Devlin-
Scherer, 2010). It is the purpose of this grant proposal to provide quality training for
faculty at the University of West Georgia, which will increase knowledge and development of
The University of West Georgia faculty already offer quality instruction and most
utilize the resources of the Desire2Lerarn Learning Management System (LMS), as well as
other digital technologies available to enhance instruction (i.e. online research, discussions,
& collaborative video conferencing). While these enhance learning, the applications are
certainly not perceived as fun ways to engage subject, nor are they intrinsically motivating.
Training is offered for these technologies and encouraged for use in the classroom, yet there
is no current focus on the potential of digital games for instruction. It is estimated that the
student body of tomorrow (i.e. teenagers & young adults), spend upwards of 10,000 hours
playing digital games as they approach adulthood (Melissourgos et al., 2016; McCreery et
al., 2011; Paraskeva et al., 2010). With these observations in mind, there is a unique
opportunity to take advantage of the familiarity with digital gaming and utilize it for
3
instructional goals, not simply entertainment. As games offer the learner immediate
feedback, they can facilitate more active learning and problem-solving skill development;
students practice the content adventures virtually, interacting directly with the content to
enhance their capacity for understanding (Shih & Hsu, 2016). The Game On training
proposal enables faculty to embrace student creativity, designing a more interesting and
DEMONSTRATED NEED
It is critical to recognize how 21st century skill development is linked the performance
of the current student population as they enter the workforce. Digital technologies are at
the heart of every business and professional path which students are seeking to develop
their careers. The Hart Research Association (2015), conducted a national survey consisting
of 400 employers, rating proficiency with problem-solving as high on their list of preferred
skills required of new hires. The use of game-based learning and digital games promotes
these and other 21st century skills desired by employers in job-seeking candidates for
graduation.
LITERATURE REVIEW
Research concerning digital games and game-based learning utilized for instruction,
content proficiency tied to immediate feedback, improved memory and for achieving goals
within immersive environments and simulations (Chaudary, 2008; Cicchino, 2015; &
by Lisa Vinney, Les Howles, Glen Leverson, and Nadine Connorb titled, Augmenting College
that showcases some of the benefits of including digital games and learning in a higher
education context. Specifically, the article identifies learning improvements due to game
based immediate feedback in memory and later recall within speech related impediments
(Vinney et al., 2016). Digital games are observed to be a practical means of developing
4
technical competency and potential learning; essential 21st century skill alignment. The
content for study within Speech-language Pathology, a subject specific example, is delivered
through games that contribute to learning the details in practice. When addressing teachers
and students with learning to utilize digital games, it is logical to begin with a small change
that can be implemented with less course augmentation, such as the authors include here
as Mini Quiz Games (Vinney et al., 2016). The ultimate goal is to highlight how student
success and teacher competency with new technologies can be achieved simultaneously.
titled, Using Computer Simulations and Games to Prevent Student Plagiarism, which
explores the use of digital games for teaching and deterring academic dishonesty at the
college level (Bradley, 2015). In this example, a digital game is part of the required for all
students though library instruction and certification course completion. In this way, learning
all course syllabi and academic expectations regardless of subject area. The article
highlights how several different types of open source digital games have been offered by
various colleges and universities, to actively engage students in misconceptions and review
specific instances that require proper citation (Bradley, 2015, p. 242-245). Additionally,
Bradley (2015), addresses the learning benefits of digital games, such as active learning
and problem-solving skill development, as being easily integrated into the use of plagiarism
research. The article titled, Complexity-based Learning and Teaching, by authors Carlo
Fabricatore and Maria Ximena, the authors investigated how digital learning games impact
5
individual students and collaborative group performance (Fabricatore & Ximena,
2014). While the article is limited to this particular case study, the connections to
enhancing collaborative learning and complex problem-solving through digital game creation
are clearly outlined. Some of the significant points relate to student experiences in ill-
relevant to higher education project-based learning efforts (Fabricatore & Ximena, 2014, p.
621-623). The opportunity to expand multidisciplinary skills and utilize various styles of
learning, improving motivation and collaboration, were specifically woven into the
construction of the course (Fabricatore & Ximena, 2014, p. 622-625). When attempting to
highlight demonstrated needs, evidence from this article can be used as a potential example
to support complex learning akin to digital game creation being utilized in higher education
courses.
evident in the article titled, Game-based Learning and Gamification in Initial Training in the
Social Sciences, by Ramon Cozar-Gutierrez and Jose Manuel Saez-Lopez. The article
discusses the use of game-based learning with a masters level program and addresses the
2015). The article confirms improvements to graduate student motivation and interest as
result of using MinecraftEdu for collaborative training exercises (Cozar-Gutierrez & Saez-
Lopez, 2015, p. 4-5). With direct use in higher education, such as the masters level
teacher training within social science; an example in support of direct experiences with
innovations, such as digital gaming platforms. The authors also draw attention to the
growth of the trend in using game-based learning for training in teaching, such as course
content activities using MinecraftEdu and similar platforms for enhancing student
participation. The development of practical 21st century skills is clearly enhanced through
DATA REVIEW
6
As with most universities, the University of West Georgia (UWG) details institutional
objectives that seek to improve the quality of education within the institution. Information
detailed in the UWG Strategic Plan 2014-2020, addresses key goals to meet in the following
years. One of the essential themes included in the plan is to showcase new and relevant
technology for the future (i.e 21st century skills). In the opening statements, president
communicate our distinctiveness, and innovate and align our programs with the ever
2014, p.3). The integration of game-based learning and digital games would support this
need for innovation and technology that can be aligned to content specific goals.
As one continues to examine the strategic imperatives that will support this
innovative future, the alignment between game-based learning integration and university
improvement becomes clear. For example, Strategic Imperative #1 states that student
success is tied to enhancing learning opportunities and access (University of West Georgia,
2014, p.8). In particular, the decisive actions that the plan describes to direct this
outside the classroom and through experiential learning (University of West Georgia, 2014,
p. 9). Further, Strategic Imperative #2 details the required goal of innovative pedagogic
will engage every student (University of West Georgia, 2014, p.10). Game based learning is
in itself an innovative means of addressing these key goals in support a successful future.
instruction, which create a foundation for digital games, the orientation towards creative
and relevant means of improving student contact with the content of course material.
(FSSE), the University of West Georgia has specific areas that could be improved. Faculty
are consistently seeking ways to improve student engagement. Observing the data
7
presented in table 1, there are indications that engagement and feedback are less than
desired.
During the current school year, to what extent have your instructors done the following?
assess in student learning. However, what is also apparent are the percentage scores for
feedback quality and promptness; only thirty-three percent of surveyed students rated very
much (i.e. the highest rating) as consistently occurring throughout the year. In addition, a
similar low percentage of thirty-four was indicated for the promptness of feedback on
assignments and assessments. Clearly there is room for improvement when scores for the
most consistent feedback expectations are well below fifty percent. The utilization of game-
based learning and digital games offers the capacity to address each of these needs and
improve the student responses. Conceptual difficulties can integrated into game based
foundation for learning. Game-based learning is ideal for improving feedback, as games
provide immediate feedback, faculty would have additional time to address individual
student needs.
8
The project goals for Game On training will include developing an increased
strategies for successful integration of the technology into the classroom, and direct
experience through gameplay and game design activities. The professional series will be
given their individual subject matter. Observations from research clearly indicate that skills
must be developed in faculty, as they cannot apply successful innovations in their own
classrooms without having their own experiences in game-based learning (Li et al., 2013;
Sardone et al., 2010; Tsekleves et al., 2016). Certainly, not all faculty are familiar with
game-based learning and how it can be aligned to the goals intended for their own courses.
Some may need to attain more confidence within the technology options for their existing
games can provide, may require reflection and practice to truly be implemented in faculty
courses (Cicchino, 2015). Therefore the goals of the program must balance learning
In alignment with the first goal of increasing understanding of digital games and
game based learning, participating faculty will be able to define game-based learning and
list 4 or more benefits associated with its use in the classroom, explain the main differences
between educational and non-educational games, and identify 3 or more game genres for
application in connected to instruction. For the second goal of developing strategies for
addition, participants will identify the major benefits each of these strategies, as well as
create a lesson plan that effectively integrates their choice approach within their current
teaching.
Aligning to the third goal, participants will experience the dynamics of gameplay,
including account creation, log-in, character creation, and navigational elements (as
9
appropriate). Participants will outline 3-5 specific examples of games that are best aligned
to their subject area and design a game for potential use in their perspective content area.
PLAN OF OPERATIONS
The overall plan sessions scheduled for participants includes content, technology
integration, and experiential activities. Ahead of the sessions, our team will have 30
minutes to prepare needed content, ensure technology is up and running, and coordinate
the goals for the day ahead. The schedule of events is presented in Table 2.
Day #1:
Participating faculty will be welcomed and introduced to the team; briefly they will
introduce themselves. Next, the team will then welcome cover the expectations in an
overview, thanking them for their commitment, and describing the series in general terms.
The selected topical texts will be distributed and briefly described. Participants will then be
given the pre-test to assess current understanding levels. Topics for this day are
games (such as genre, structures, and scaffolding aspects). Participants will then explore 3
appropriate), and explore the basic navigation required to play. In this way, faculty will
engage the technology features directly and increase their experience with digital
technologies that may be implemented for their courses. Participants will spend
approximately 15-20 minutes per game to explore the basic features and layouts. After the
gameplay segment, participants will have 15 minutes ascribed to journaling. During the
journaling periods faculty can take notes on the game interactions, technology, and content
ideas. Journaling is individual, but an important reflecting activity for solidifying ideas, and
outlining focus points for discussions. At the end of the sessions, participants will be
10
directed complete the daily survey questions, which will be set-up on computer terminals in
Day #2:
Participants will utilize small groups and journals to create/draft a lesson plan using each of
the approaches covered. After lunch, small groups will then share their lesson plans and
discuss potential applications for their subject area. Next, participants will again invest time
playing one of the 3 selected games from the previous day; selecting whichever most
appealed to their interest or practical value for instruction. Journaling time is allotted for
reflection and preparation for discussion of their ideas for integrating a pedagogical
approach using a game of their choice. Afterwards, participants will share with the entire
class their application ideas for the games within their own content or course work, sharing
the particular approach and general goals for a potential lesson. Participants will be
Day #3:
Participants will be grouped according to the game they chose for the previous days
activities. These small groups will construct an online lesson plan individually using the
game references and specific game instructions. After this process is complete, participants
will share their plans with the group and selected plans from each group will be shared with
the entire class. After lunch, participants will connect their plans to an existing course
goal/lesson in their classes, utilizing the technology to introduce the potential student to the
game and how they will meet course goals through the game interaction. Small groups will
share their plans for use in the same game, regardless of subject matter application. After
a journaling session to connect ideas from their peers, the entire class will share their
experiences in the particular game genres chosen, exploring their plans, challenges for
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Day #4
written explanation of a game design for use in their particular subject matter area. A large
portion of the morning will be devoted to exploring the possible design applications that are
subject specific in their content area. Facilitators will engage participants with questions and
guide the design ideas into a structure that could be integrated in their classrooms. After
lunch, game design ideas will be shared with the class. Next, participating faculty will
examine game design websites and examine and have an hour to explore the potential of
creating a simple, educational game that they personally design through the use of the
program. After journaling sessions to condense designing ideas, the participants will share
game design experiences, challenges, and possible value for integration of a personalized
course game. At the end of the day, participating faculty will complete the daily survey.
Day #5
The final day of the summer intensive session will be directed at creating a game
design activity for students. The prior days lessons and game design criteria will be
students in their courses design a game. Using their prior knowledge, faculty will draft a
lesson that connects game design as an activity to apply subject specific content through
technology. After lunch, activities for game design will be shared, with special attention to
the class ideas for using individual versus collaborative activities (challenges and benefits).
A final journaling session will allow faculty to process the ideas that best fit their style and
interest for their own classrooms. Lastly, facilitator will summarize the accomplishments of
the week and discuss the overall experiences of the participants. After questions and
reminders of the follow-up sessions in the fall and spring, participants will complete the final
12
daily survey. Also, Participants will be directed to share their e-mail and contact
information.
Table 2
8:30 Team Preparation Team Preparation Team Preparation Team Preparation Team Preparation
9:00
9:00 - Introductions / Strategies for Strategies for GBL Designing Games Student activities
9:15 Expectations GBL- approaches -designing games using game design
*Pretest
9:15 GBL: Benefits Constructivist Activity: Activity: Skill development
10:15 Overview approaches to GBL Lesson plan using Create/Design an utilizing game
games individual game design for
students
10:15 Educational vs. Constructivist Guided application Activity:
10:30 Non-educational Lesson plan & exploration of Draft a student
games activity game creation lesson using game
websites design
10:30 Games genres Problem-based Sharing lesson Activity: Lesson plan
12:00 exploration learning plans (small Create a simple integration
approaches; groups & entire game using online
class) technology
(11:30)
PBL lesson plan
activity
12:00- Lunch Lunch Lunch Lunch Lunch
1:00
1:00 Discussion: Gameplay Activity Goal selection: Sharing of games Sharing of lesson
2:00 content goals for connection of plans for students
GBL game to content
13
2:00 Activity: Gameplay Applications for Application to Sharing of game Individual vs.
3:30 subject matter individual course design lesson Collaborative
using technology content(grouped plans game design
by game selection)
Daily Survey Daily Survey Daily Survey Daily Survey Daily Survey
EVALUATION PLAN
In order to observe the extent to which the professional development sessions are
evaluated include the following: faculty at the University of West Georgia, professional
based presentations and experiential activities. For the initial five day intensive training, a
suggestions. This data, along with examination of the program goals, materials, resources,
and implementation procedures, will constitute the formative evaluation plan. The
summative evaluation will include the entire program, which also includes three follow-up
sessions occurring after the five day intensive training in October 2017(fall) and April
2018(spring).
education experience in Game-Based Learning will be utilized. Dr. Jan Plass, Paulette
Goddard Chair of the Digital Media and Learning Sciences in the Steinhardt School of
Culture, Education, and Human Development at New York University will serve as the
potential external evaluator. He currently serves as the Co-Director of the Games For
Learning Institute, which is aligned with the content and implementation goals of the
14
professional development training. Additionally, he has evaluation experience which he
utilizes as the founding director of the Center for Research of Advanced Technologies in
The following goals will be addressed through the 5 day intensive professional
development seminar entitled GAME ON: Digital Games & Game-Based Learning
Professional Development Series offered from Monday, June 5th 2017 Friday June 9th 2017
Goal 1:
Increase understanding and provide a dynamic foundation for digital games and Game-
Quantitative: Faculty participants will complete a Pre-test (Day 1) and Post-Test (Day 5) of
Qualitative: Daily surveys will include open-ended responses and comments, to establish
Goal 2:
Quantitative: Faculty participants will complete a Pre-test (Day 1) and Post-Test (Day 5) of
Daily surveys will be administered at the end of PM Sessions (daily) to secure feedback and
Qualitative: Daily surveys will include open-ended responses and comments, to establish
successfully.
Goal 3:
15
Increase participants direct experience with digital games, through log-in, character
Quantitative: Faculty participants will complete a Pre-test (Day 1) and Post-Test (Day 5) of
Daily surveys will be administered at the end of PM Sessions (daily) to secure feedback and
suggestions. This survey is intended to determine feedback on their direct experiences with
digital gaming activities (e.g. Character creation, navigation, and design elements).
Three follow-up sessions will include Qualitative data collection in the format of focus
groups.
16
GAME ON: Digital Games & Game-Based Learning
Professional Development Series
h
h
QUANTITATIVE: QUALITATIVE:
PARTNERSHIPS
The University of West Georgia staff and faculty will be the major partners to support
training sessions for the Game On professional development series. Technology resources
within the Information Technology Services (ITS), have multiple individuals experienced
with faculty facilitation and technical issues that may arise. They have pledged their
support of the series and will have staff assigned to ensure the technology aspects needed
for the participants interactions and facilitators are at peak capacity. The Information
Technology Services department staff selected will also secure the facilities needs through
the office of Campus Planning and Facilities, as the professional development series requires
17
a hosting facility in the Technology Learning Center (TLC) (i.e. large technology integrated
presentation/classroom). The TLC support staff have also pledged their support by offering
the use of the facilities at no cost. Staff will be on hand for support issues and they will
PARTNERSHIP RECRUITMENT
email and social media postings. Networks of the Educational and Technology staff (for
known faculty with interest), as well similar contact networks will issues to all department
chairs.
Appendix C
The summary below details the individuals that will be the team responsible for the
professional development sessions and project completion. The individuals selected offer a
variety of experience and support to the successful completion of the series. Their expertise
and contributing experience will be essential to meeting the goals of the program.
media and design. He holds a masters degree in psychology and counseling from the
University of West Georgia (UWG), and has served in full-time and part-time roles for
several years in the psychology department and eCore. Mr. Garofalo brings unique insights
into experiences as both student and faculty at UWG, as well as a passion for learning with
Facilitator: Yun-Jo An
18
Dr. An is a professor in the Educational Technology department at the University of
West Georgia. She is an expert on digital games, game-based learning, and gamification
integration in all levels of education. She has recently developed a course in digital games
and learning topics that is well aligned to our professional development series. She also has
professional business experiences to draw from for addressing 21st century skills
Dr. Huett holds a faculty position in the Educational Technology department and is
currently the Dean of Online development at eCore. In addition to his familiarity with the
for Educational Communications and Technology (AECT). His experience with faculty
Dr. Plass is an expert in Game-based learning and a professor at New York University
Steinhardt. He is the founder of the Games based Learning Institute and Center for
He also has several years of professional evaluation experience which will be utilized to
content area is clearly relevant for understanding the needs and goals intended from the
series.
The large presentation facility within the Learning Technology Center (TLC) is
equipped with several technology ready classrooms and lecture rooms, which can be
utilized for presentations, gameplay, and facilitation of technology interactions. The facility
19
Table 4. GAME ON: Professional Development Series
Program Director
Jason Garofalo
Conduct PD: Lead Facilitator/Manager Co-facilitate PD sessions, Schedule of activities & Daily Survey production
20
Appendix D
Instructions:
Please indicate your views by responding to the following statements:
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
2. Game-based learning (GBL) or the use of digital games is not appropriate for my
subject/content
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
3. I am able to observe how the use of GBL can increase the engagement of content lessons in
my course
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
6. A student activity designing games can increase problem-solving skills necessary for the
successful understanding of my subject?
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
7. I am familiar with strategies and approaches for implementing GBL into my coursework
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
8. Teaching with digital games helps develop student skills with technology
Strongly Agree (SA), Agree (A), Neutral (N), Disagree (D), and Strongly Disagree (SD)
3. What are the major learning strategies associated with digital games for instruction?
4. How can technology skills be developed using digital games and GBL?
21
Appendix 2
This survey will address the professional training, content, presentation, and facilitation offered today.
Briefly respond to the following questions, you opinions are highly valued.
Multiple Choice:
1. The facilitator(s) was highly knowledgeable and understandable
a. Always b. Sometimes c. rarely d. never
2. The content presented today was of practical value for my subject area courses
a. Always b. Sometimes c. rarely d. never
3. The potential of GBL and digital games is an effective means of meeting goals for my courses
a. Always b. Sometimes c. rarely d. never
4. Adequate time was allotted for presentation and questions concerning the topics
a. Always b. Sometimes c. rarely d. never
5. The goals of the sessions were clearly tied to valuable learning opportunities
a. Always b. Sometimes c. rarely d. never
Short Answer:
What material or idea presented today could be used in your own courses?
Are there technology related concerns that might inhibit your use of GBL in your courses?
What materials presented today seems unrealistic for my courses? Why or Why not?
Did the technology support offered improve your ability to utilize GBL on your own?
How effective was your facilitator in presenting the material in applicable way?
Were any of the presentation materials likely to be useful to you in your classes?
Why or why not?
Did you find the facilitator knowledgeable and well-organized? Why or why not?
How likely are you to apply the presented ideas in your own classrooms/courses?
22
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