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Syllabus

The information contained on this page is designed to give students a representative example of material covered in the course. Any information related to course assignments, dates, or course materials is illustrative only. For a definitive list of materials, please check the online catalog 3-4 weeks before the course start date.

LDT 401: Gaming2Learn

Gaming2Learn is a course focused on the integration of gaming into learning environment design. The focus is not on designing new educational games but rather on thinking deeply about the issues associated with learning from games and how that can work within integrated educational environments.

Overview

This course looks at the impact of gaming on learning at many levels in different contexts. The course begins with a discussion of traditional educational gaming followed by a careful exploration of the theoretical foundations of gaming in learning such as work by Katie Salen, James Gee, and Mark Prensky. This is accompanied by a discussion of video gaming, specifically, as an educational tool and the various difficulties or obstacles with employing games in classrooms. Commercial off the shelf (COTS) games are then explored as a learning tool followed by an in-depth examination of the integration of gaming in the classroom.

Gaming2Learn is a course focused on the application of gaming for the purpose of learning. It is not a game design course but rather a course focused on the application of gaming to learning contexts including K–12, corporate, nonprofit, informal, and nonformal learning. This course looks at the impact of gaming on learning at many levels in different contexts. The course discusses both traditional educational gaming and commercial off the shelf (COTS) gaming as learning tools. The course explores the theoretical foundations of gaming in learning as well as the concerns expressed toward video gaming as an educational tool and the various difficulties with employing games in classrooms. The ultimate goal of the course is to help teachers and instructors understand more deeply how to integrate games into learning in an effective, efficient, and fun fashion.

 

Course Objectives

In this course, you will learn to describe the impact of gaming and discuss traditional educational gaming in K–12, corporate, and informal learning contexts. You will gain a strong theoretical foundation in gaming for learning and describe and apply video gaming as an educational tool. You will identify obstacles to using games and learn about the use of commercial off the shelf (COTS) games in learning environments. You will also have the opportunity to work with role plays, simulations, and educational gaming as learning tools. You will describe ways that games can be used in traditional and non-traditional learning environments for learner engagement, and you will link these ideas to learning theories and best practices.

 

Course Materials

The required readings, video content, and other materials are all provided. No separate textbooks need to be purchased.

Besides the readings listed in the Course Schedule, there are additional resources for different interests and emphasis areas:

Resources for Designing Lesson Plans
There is no one way to design a lesson plan, but there are core features and concept areas that each plan should have. Some resources to help you design lesson plans include:
Core Supplemental Readings for All Students:
Resources for Those Focusing on Workforce Development or Informal Learning Environments (Core Readings & Resources):
  • Rogoff, B., Callanan, M., Gutierrez, K. D., & Erickson, F. (2016). Chapter 11: The organization of informal learning. Review of Research in Education, 40(1), 356–401.
Resources for Those Focusing on Primary Education:
  • Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202–223.
Resources for Those Focusing on Secondary Education:
  • Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192.
Resources for Those Focusing on Special Education:
  • Durkin, K., Boyle, J., Hunter, S., & Conti-Ramsden, G. (2015). Video games for children and adolescents with special educational needs. Zeitschrift für Psychologie, 221(2), 79–89.
Resources for Those Focusing on Adult Learners:
  • Alonso-Díaz, L., Yuste-Tosina, R., & Mendo-Lázaro, S. (2019). Adults video gaming: Key competences for a globalised society. Computers & Education, 141, 103616.
Resources for Those Focusing on Out-Of-School/Informal Learning:
  • Steinkuehler, C. (2007). Massively multiplayer online gaming as a constellation of literacy practices. In E-Learning and Digital Media, 4(3), (297–318).
Resources for Those Focusing on Learning Through Esports/Competitive Play:
  • Richard, G. T., McKinley, Z. A., & Ashley, R. W. (2019). Collegiate Esports as learning ecologies: Investigating collaboration, reflection, and cognition during competitions. Transactions of the Digital Games Research Association (ToDIGRA Journal), 4(3), 1–41.

 

Library Resources

Many of the University Libraries resources can be utilized from a distance. Through the Libraries website, you can

  • access magazine, journal, and newspaper articles online using library databases;
  • borrow materials and have them delivered to your doorstep—or even your desktop;
  • get research help via email, chat, or phone using the Ask a Librarian service; and
  • much more. 

You must have an active Penn State Access Account to take full advantage of the Libraries' resources and service.  The Off-Campus Users page has additional information about these free services.

Technical Requirements

Technical Requirements
Operating System

Canvas, Penn State's Learning Management System (LMS), supports most recent versions of Microsoft Windows and Apple Mac operating systems. 

To determine if your operating system is supported, please review Canvas' computer specifications.

Browser

Canvas supports the last two versions of every major browser release. It is highly recommended that you update to the newest version of whatever browser you are using.

Please note that Canvas does not support the use of Internet Explorer. Students and instructors should choose a different browser to use.   

To determine if your browser is supported, please review the list of Canvas Supported Browsers.


Note: Cookies must be enabled, and pop-up blockers should be configured to permit new windows from Penn State websites.
Additional Canvas Requirements For a list of software, hardware, and computer settings specifically required by the Canvas LMS, please review Canvas' computer specifications.
Additional Software

All Penn State students have access to Microsoft Office 365, including Microsoft Office applications such as Word, Excel, and PowerPoint.

Students will need a PDF reader, such as Adobe Reader.

Hardware

Monitor: Monitor capable of at least 1024 x 768 resolution
Audio: Microphone, Speakers
Camera (optional, recommended): Standard webcam - many courses may require a webcam for assignments or exam proctoring software.

Mobile Device (optional) The Canvas mobile app is available for versions of iOS and Android. To determine if your device is capable of using the Canvas Mobile App, please review the Canvas Mobile App Requirements.


Student Education Experience Questionnaire (SEEQ)

During the semester you will receive information for completing the Student Education Experience Questionnaire (SEEQ). Your participation is an opportunity to provide anonymous feedback on your learning experience. Your feedback is important because it allows us to understand your experience in this course and make changes to improve the learning experiences of future students. Please monitor email and course communications for links and availability dates.


If you need technical assistance at any point during the course, please contact the Service Desk.

For registration, advising, disability services, help with materials, exams, general problem solving, visit World Campus Student Services!

Course Requirements and Grading
 

LessonAssessmentTypePoints% of Grade
2Potential of GamingDiscussion Forum22
4Gamestar Mechanics PaperAssignment2020
5Watching Gamers PlayDiscussion Forum55
6Playing with GamersDiscussion Forum55
6Webliography Sign-upDiscussion Forum55
7COTS Game for Integration ProjectDiscussion Forum11
8Webliography, Part 1Discussion Forum55
9Webliography, Part 2Discussion Forum55
10Webliography ReflectionsAssignment55
10Games for Integration PlanDiscussion Forum11
11Alignment With StandardsDiscussion Forum22
13Integration Plan DraftDiscussion Forum22
15Defend Position on GamingDiscussion Forum22
15Final Integration PaperAssignment4040
  Total100100%
 
% of PointsLetter Grade
Grading Scale
93–100
A
90–92.9
A−
86–89.9
B+
83–85.9B
80–82.9
B−
77–79.9C+
70–76.9C
60–69.9D
0–59.9F
Please refer to the University Grading Policy for Graduate Courses for additional information about University grading policies. If, for reasons beyond the student's control, a student is prevented from completing a course within the prescribed time, the grade in that course may be deferred with the concurrence of the instructor. The symbol DF appears on the student's transcript until the course has been completed. Non-emergency permission for filing a deferred grade must be requested by the student before the beginning of the final examination period. In an emergency situation, an instructor can approve a deferred grade after the final exam period has started. Under emergency conditions during which the instructor is unavailable, authorization is required from one of the following: the dean of the college in which the candidate is enrolled; the executive director of the Division of Undergraduate Studies if the student is enrolled in that division or is a provisional student; or the campus chancellor of the student's associated Penn State campus.

For additional information please refer to the Deferring a Grade page.

Course Schedule

Note: All due dates reflect North American eastern time (ET).

Course Schedule

The schedule below outlines the topics we will be covering in this course, along with the associated time frames, readings, and activities.

Lesson 1: Getting Started
Readings
  • None
Activities
  • Introduce yourself to the class in this lesson's discussion forum by Friday, 11:59 p.m. (ET) of this lesson week.
  • Optional Zoom meeting in our Zoom room. For an introduction or help, check out the Penn State Zoom Video Conferencing website.
Lesson 2: Introduction to Gaming
Readings
  • Prensky, M. (2006). Don't bother me, Mom, I'm learning!: How computer and video games are preparing your kids for 21st century success and how you can help. Paragon House. Available on E-Reserve at the University Libraries.
    • Part 1: Games Are Not the Enemy.
Activities
  • Explore gaming sites.
  • Explore at least two TED Talks about video games.
  • Discuss the potential of gaming in this lesson's discussion forum.
Lesson 3: Game Mechanics, Part I
Readings
  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press. Available on E-Reserve at the University Libraries.
    • Chapter 2: Ideological Worlds: What Makes a "Good" Educational Game?
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19–29. 

Activities
  • Play Gamestar Mechanic and earn sprites.
  • Watch Mastering Game Mechanics. This is a long video (more than an hour), but the presenters are pretty entertaining and fun. The language they use is helpful for you to hear, as it’s the kind of language that you’ll find among serious gamers. Using games for learning requires that you have a certain amount of credibility among gamers, and listening to and understanding these fundamentals will help you build that kind of credibility. Because this is such a long video and you really need to watch it, there is no reading from Prensky or discussion forum this week.
Lesson 4: Game Mechanics, Part II
Readings
  • None
Activities
  • View AMD Workshop 2011: AMD Changing the Game.
  • Submit your Gamestar Mechanic paper to the Gamestar Mechanic Assignment area. Submit your assignment directly in the text field. You cannot attach anything to the assignment.
Lesson 5: Gamers' Experiences
Readings
  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press. Available on E-Reserve at the University Libraries.
    •  Chapter 3: Teaching With Games
  • Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105–111. 
Activities
Lesson 6: Gamification
Readings
Activities
  • View Extra Credits: Gamifying Education.
  • Play games with the person you observed last lesson.
  • Reflect on your observation experience, and discuss your reflections by posting in the discussion forum.
  • Sign up for the Webliography assignment.
Lesson 7: Educational Games
Readings
  • Klopfer, E., Osterweil, S., & Salen, K. (2009). .
  • Gunter, G., Kenny, R., & Vick, E. (2008). Taking educational games seriously: Using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research and Development, 56(5/6), 511–537. 
Activities
  • View Top 5 Edutainment Games.
  • Explore edutainment websites.
  • Discuss a COTS game for your integration project in this lesson's discussion forum.
Lesson 8: Other Games
Readings
  • Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1(1), 36–40. 
  • Fullerton, T. (2018). Game design workshop. A K Peters/CRC Press. Available on E-Reserve at the University Libraries.
    • Chapter 1: The Role of the Game Designer
    • Chapter 2: The Structure of Games
Activities
  • Review one COTS game.
  • Post your first webliography in Webliography, Part 1.
Lesson 9: Commercial Off The Shelf (COTS) Games, Part I
Readings
Activities
Lesson 10: COTS Games, Part II - Synthesis
Readings
  • Review readings for Lesson 9.
Activities
  • Submit your COTS game reviews to the COTS Games Webliography.
  • Synthesize your reviews with your classmates’ reviews in the COTS Games Webliography. Comment and contribute to the discussion.
  • Identify the game you’ll be using for your integration plan by posting in the discussion forum.
  • Review two classmates' webliography entries in Webliography Reflections.
Lesson 11: Aligning Gaming to the Common Core and Other Standards
Readings
Activities
Lesson 12: Quest to Learn Schools
Readings
Activities
Lesson 13: Epic Charter School
Readings
Activities
Lesson 14: Digital Nation/PBS
Readings
  • None
Activities
Lesson 15: Final Reflections and Wrap-Up
Readings
  • None
Activities
  • Defend and discuss your position on gaming in your future classroom by posting in the discussion forum.
  • Post your Integration Plan in the Integration Plan Assignment. Do not add as an attachment. You cannot attach anything to this assignment.

Note: If you are planning to graduate this semester, please communicate your intent to graduate to your instructor. This will alert your instructor to the need to submit your final grade in time to meet the published graduation deadlines. For more information about graduation policies and deadlines, please go to the Graduation Information on the My Penn State Online Student Portal.

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According to Penn State policy G-9: Academic Integrity , an academic integrity violation is “an intentional, unintentional, or attempted violation of course or assessment policies to gain an academic advantage or to advantage or disadvantage another student academically.” Unless your instructor tells you otherwise, you must complete all course work entirely on your own, using only sources that have been permitted by your instructor, and you may not assist other students with papers, quizzes, exams, or other assessments. If your instructor allows you to use ideas, images, or word phrases created by another person (e.g., from Course Hero or Chegg) or by generative technology, such as ChatGPT, you must identify their source. You may not submit false or fabricated information, use the same academic work for credit in multiple courses, or share instructional content. Students with questions about academic integrity should ask their instructor before submitting work.

Students facing allegations of academic misconduct may not drop/withdraw from the affected course unless they are cleared of wrongdoing (see G-9: Academic Integrity ). Attempted drops will be prevented or reversed, and students will be expected to complete course work and meet course deadlines. Students who are found responsible for academic integrity violations face academic outcomes, which can be severe, and put themselves at jeopardy for other outcomes which may include ineligibility for Dean’s List, pass/fail elections, and grade forgiveness. Students may also face consequences from their home/major program and/or The Schreyer Honors College.

How Academic Integrity Violations Are Handled
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In cases where academic integrity is questioned, the Policy on Academic Integrity indicates that procedure requires an instructor to inform the student of the allegation. Procedures allow a student to accept or contest a charge. If a student chooses to contest a charge, the case will then be managed by the respective college or campus Academic Integrity Committee. If that committee recommends an administrative sanction (Formal Warning, Conduct Probation, Suspension, Expulsion), the claim will be referred to the Office of Student Accountability and Conflict Response.

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