PODCAST: The Developer’s View

Jon Ridgeway is CEO and Creative Director of Rebourne Studios. Rebourne is one of the Legends of Learning developers building science games for grades 6-8 in the United States. We took time to sit down with Jon, and learn more about his ethos on developing great games for the education space.

Our conversations spanned what makes a great game, why they work in education environments, and some of Rebourne’s approach to building games. Give our latest podcast a listen, and meet Jon!

Can We Inspire Intellectualism through Engagement?

In the post-truth era, American society has come to devalue intellectualism. Twitter wars and opining about “alternative” facts take precedence. This lack of commitment to reason and knowledge doesn’t merely turn adults into pessimists and skeptics with the attention span of goldfish. It affects students, too, and their ability to reason and discover what is true.

Without a genuine hunger for knowledge, today’s students will struggle to discern actionable information in their preferred fields of study and careers. That is true regardless of a region, state, or family’s politics. The hallmark of education is teaching students to use knowledge and thought to reason their way to conclusions.

But how can educators inspire intellectualism in a time of deep mistrust in public discourse?

Perhaps the top method is to combat boredom in the classroom with engagement. Note the word: engagement. It’s not entertainment. The distinction is critical. Students need to learn, not to be amused. You can have both in the same environment, but entertainment is not and must never be the primary objective.

“We need to get away from thinking that the opposite of ‘bored’ is ‘entertained,'” says  said Todd Rose, Ed.M.’01, Ed.D.’07, a lecturer at the Ed School and director of the Mind, Brain, and Education Program at Harvard University. “It’s ‘engaged.’” Successful education is not about pumping cartoons and virtual reality games into the classroom; it’s about finding ways to make curriculum more resonant, personalized, and meaningful for every student.

Engagement as a Precursor

With engagement, a true interest in pursuing knowledge develops. Lea Taylor and Jim Parson note note several forms of engagement in an article published on Arizona State University’s Current Issues in Education.:

  • Academic
  • Cognitive
  • Intellectual
  • Institutional
  • Emotional
  • Behavioral
  • Social
  • Psychological

While a variety of pedagogical techniques — including blended learning, problem-based learning, and, yes, game-based-learning — may inspire some forms of engagement, not all of them are guaranteed. Fostering intellectualism in students is a by-product of the right conditions. One thing is clear: Engagement, curiosity, and interest are precursors of successful learning.

Engagement Stimulates Learning and Curiosity

And learning is the point. It’s one of the reasons Legends of Learning ties curriculum to its edgames and focuses on shorter games. It’s hard to deliver an engaging experience that survives classroom interruptions. But when students engage in a meaningful experience, no matter how short, their interest in school subjects can grow.

That interest can lead to deeper understanding and application, what Dr. Mike Davis of the Colorado Academy terms “intellectual curiosity.” Students grasp what they know and use it to comprehend new concepts. Fostering curiosity through the exploration of new and unresolved situations, i.e., games, can be a tremendous spark for children, as well one in which both teachers and parents can participate.

“But what about those test scores?” you ask.

Engagement comes to the rescue here, too. The quality of engagement can also improve retention. “If the students are interested and inspired to think about things for prolonged periods, then memory is enhanced,” says Ben Johnson, an administrator. Engagement wins again and provides yet another reason to build blended classrooms that integrate teacher-led activities with engaging exercises and games.

Will an engaged classroom become an intellectual one? Perhaps, perhaps not, but it certainly brings us one step closer towards helping students think and reason for themselves.

Garrett Zimmer on Minecraft and EdGaming

Garrett Zimmer of MineGage (@PBJellyGames on Twitter) and co-founder of the Co-Founder #MineCraftEDU Chat took time to sit down with Aryah and Geoff and discuss some of the dynamics of successful edgames. It was a deep discussion about Minecraft and teachers’ ability to make it work, as well as the dynamics of what makes a successful edgame. The conversation was great with Zimmer delivering masterful insights. Have a listen.

What Makes a Successful Game Based Learning Environment

Few blended learning studies exist to date, but those that do highlight some best practices. Legends of Learning’s own GBL study, “Substantial Integration of Typical Educational Games into Extended Curriculum,” identifies several elements essential to overcoming challenges found in blended learning environments. They include the following three:

1. Student choice from a set of teacher-curated games
2. Competency-based game mechanics
3. Strong teacher instruction

A Bill and Melinda Gates Foundation RAND study, Interim Research on Personalized Learning, notes an additional four attributes common to successful blended learning environments. Jamee Kim and Wongyu Lee name two more characteristics in their study conducted at Korea University. The six cumulative characteristics are:

1. Learner profiles
2. Personal learning paths
3. Peer interaction
4. Competency-based progression
5. Flexible learning environments
6. High levels of teacher support for the digital material

male character with reasons LL is beneficial

The qualities further detail the three identified by Legends of Learning and Vanderbilt University in their collaborative study. The six also recall James Paul Gee’s 16 tenets, suggesting they build upon the best practices of the past while encountering the present and looking forward to the future.

Turning Curriculum into Interactive Game Content

However, true success with GBL cannot be limited to engagement alone. Games must help educators deliver lessons for them to have long-term value and impact. That means they must connect to the curriculum in some way, as well as support other learning goals related to the subject matter, lesson plan, or grade level.

Robert J. Marzano, who conducted a five-year study of game based learning, makes the argument in his findings. He says, “If games do not focus on important academic content, they will have little or no effect on student achievement and waste valuable classroom time.”

European researchers Venera-Mihaela Cojocariua and Ioana Boghiana also believe that games need to have a clear and understood role in the classroom. They state, “In order to exploit the advantages of using game-based learning in class, there is a clear need for standardization and regulation on the use of games in teaching-learning-evaluating.”

Legends of Learning and Vanderbilt University similarly tie GBL success to the rigors of learning. Their study shows that GBL efforts integrated with the classroom curriculum cause quantitative and qualitative improvements in content mastery as well as engagement.

Balancing engagement with content mastery remains a challenge. If students aren’t interested in the teacher-approved games, they won’t play them. Gee and other researchers note that games must be interesting and fun, while delivering educational content, for them to produce results.

In a productive GBL environment, learning and engagement operate hand-in-hand. One cannot succeed without the other.

As a result, educators will need to carefully evaluate games to make sure they both engage students and support the curriculum.

Melissa Pilakowski on Game Based Learning Trends

Welcome the the Legends of Ed Games Podcast!  We have several episodes queued up for educators who are interested in game based learning. Our guests range from  educators and thought leaders at the forefront of game-based learning to game developers and technologists.

Episode 1 of the Legends of Learning podcast series features #games4ed chat hostess Melissa Pilakowski. Melissa is a thought leader in game based learning, and offers her insights into what makes game based learning successful.

Melissa is also a Google Certified Educator. She is a teacher of 11-12+ language arts, and a writer of young adult literature. She describes herself as lover of language & technology.

Our First Demo Science Games Are Up

We’ve got great news, Legend! Our first set of curriculum-based science games is now available for demo. If you want to try the games for yourself, create an account today.

Legends of Learning demo science games

The sample games have been built out for the following learning objectives:

Remember, this is just the beginning. In March, we roll out hundreds of games for 90 lessons across Earth and Space, Life, and Physical Sciences. After completing the science games, Legends of Learning will expand into other subjects and grades.

Even if you are not a science teacher, you might want to refer colleagues, right?

So what are you waiting for? Spread the word, and become a Legend of Learning!

31 Game-Based Learning Resources for Educators

Game based learning (GBL) offers proven benefits for student engagement and academic performance. But convincing some educators to include GBL resources in their curriculum can sometimes feel like a clash of the titans—the teen kind, not the ones who dared to defy the Olympian gods.

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16 James Paul Gee’s Principles For Game-Based Learning

James Paul Gee is often considered the godfather of Game-Based Learning (GBL) thanks to his significant academic research on effective learning methods via video games. He wrote a paper called Good Video Games and Good Learning more than a decade ago that outlines 16 components critical to strong GBL. The essay can be found in his seminal book of the same title, now in its second edition.

16 Principles Of Good Video Game-Based Learning

Here are the 16 principles of good video-game-based learning outlined in his text.

  1. Identity: Players build a sense of identity throughout the video game, either through direct input or an on-screen character they inherit.
  2. Interaction: Communication occurs between the player and the game.
  3. Production: Gamers help produce the story through some form of interaction, such as solving a puzzle or completing a level.
  4. Risk Taking: Failing in a game holds few consequences in comparison to real life, empowering players to take risks.
  5. Customized: Games usually offer a level of customization so that users can play — and succeed — at their competency level.
  6. Agency: Players have control over the gaming environment.
  7. Well-Ordered Problems: The gaming environment contains problems that naturally lead into one another, allowing a player’s mastery to grow and evolve.
  8. Challenge and Consideration: Games offer a problem that challenges students’ assumed expertise.
  9. Just in Time or On Demand: Players receive information as they need it, not before, which teaches them patience and perseverance and improves critical-thinking abilities.
  10. Situated Meanings: Students learn new vocabulary words by experiencing them within game situations.
  11. Pleasantly Frustrating: The game should frustrate the student enough to challenge them but be easy enough that they believe and can overcome the problem(s) faced.
  12. System Thinking: Games make players think in a bigger picture, not just individual actions taken, helping them see how the pieces fit or can be fitted together.
  13. Explore, Think Laterally, Rethink Goals: Games force players to expand their situational knowledge and consider courses of action other than linear ones.
  14. Smart Tools and Distributed Knowledge: In-game tools help students understand the world. Through using them, they gain confidence to share their knowledge with others.
  15. Cross-Functional Teams: In multiplayer environments, players have different skills, forcing them to rely on each other—a needed soft skill for students.
  16. Performance before Competence: Competency occurs through taking action in the game, reversing the typical model in which students are required to learn before being allowed to act.

What do you think of James Paul Gee’s 16 Principles of Good Video Games and Good Learning? How might you incorporate them into your teaching style and curriculum?

Check this engaging and fun game-based learning solution for teachers and educators.

Explore Learning Universe

Interested in learning more? Read the 7 Advantages of Game-Based Learning Strategies and discover how game-based learning platforms are emerging as a powerful tool to ignite student curiosity, boost engagement, and ultimately improve academic performance.


Read the latest news & articles on our blog

Can a Video Game Win a Nobel Prize?

Stories can impact people whether they are read, sung, or yes, played via a video game. Bob Dylan’s recent award of the Nobel Prize for Literature provided an unprecedented affirmation for the transcendence of disparate forms of media as storytelling mechanisms.

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Deep Sea Science Lessons

The Legends of Learning marketing team attended the North Carolina Science Teachers Association (NCSTA) PDI conference and the New Jersey Science Convention in the past two weeks. Both conferences featured outstanding keynotes on underwater exploration; National Geographic’s Erika Bergman discussed becoming an aquanaut and Titanic Explorer David Gallo delved into the mysteries of the sea.

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