What is PYG?
Good question. PYG, or Play Your GAMES (Generating Academic Meaning via Entertainment Systems), is a gameplay program designed to exploit the interests of students, within the context of reinforcing STEM methodology and problem-solving acuity. It can differ by teacher, by class, budget, hardware, and needs of students.
Why should a class use PYG?
1.Teach/Model problem solving!
2.Engage students in STEM topics (regardless of content area)
3.Use gameplay to propel core content
4.Keep STEM learning/methodology at the forefront (due to scheduling needs, some districts schedule science/history courses as a semester course)
5.Exploit student interests to draw kids to core content
Is PYG research-based?
Well, gameplay in the classroom is, and is being studied further as you read this-
Popular Media Exposure:
• Wired Magazine- Kids Like to Learn Algebra, if It Comes in the Right App. http://wrd.cm/1f98hIZ
•3 Reasons Your Kids Should Be Playing Video Games (Edutopia): http://t.co/yiS9TQkRUj
•How online gamers are solving science's biggest problems. http://t.co/F7lm8KatFg
•Game-based learning to teach STEM: http://t.co/rJQ55E2IOY
•National STEM Video Game Challenge- http://bit.ly/1d2tW2m
In Academia:
•Cultural Studies of Science Education: Leveraging insights from mainstream gameplay to inform STEM game design: great idea, but what comes next? http://bit.ly/1bNxURW
•Marine Technology Society: D.E.E.P. Learning; Promoting Informal STEM Learning through Ocean Research Videogames. http://bit.ly/1nPieNN
•Aligning Problem Solving and Gameplay: A Model for Future Research and Design. http://bit.ly/1gYkAJo
•The Efficacy of Games and Simulations for Learning (Chapter): Educational Gameplay and Simulation Environments. http://bit.ly/1fiwMVh
Is there opportunity for student accountability?
1. Pre-/Post-Assessments:
•Focus on problem-solving (single-step is emphasized in ES settings; test is primarily multistep word problems)
• Adapted from the 2009 7th Grade TAKS (Texas Assessment of Knowledge & Skills; http://www.tea.state.tx.us/student.assessment/taks/released-tests/archive/
•Tests administered September and May
2.PYG Sheet-
Structured to guide students through gameplay as a scientific process, while also providing opportunity to see the game through a “STEM lens”
3. Time-In-Game Qualification-
Students qualify for their game time by academic achievement. All students are able to participate, but higher group averages equate to more game time. Groups with less game time use that free time to do review activities, remediation on previous assessments, and/or get peer tutoring.
4. BYOD!
5. Possible Add-Ons-
It is difficult to help the program “fresh” if you’re not scouting new opportunities/wrinkles to the program.
-Writing opportunities to further process gameplay
-Makey Makey kits (www.makeymakey.com)
-Game Design potential (ALICE, Scratch, Gamestar Mechanic, among others)
Good question. PYG, or Play Your GAMES (Generating Academic Meaning via Entertainment Systems), is a gameplay program designed to exploit the interests of students, within the context of reinforcing STEM methodology and problem-solving acuity. It can differ by teacher, by class, budget, hardware, and needs of students.
Why should a class use PYG?
1.Teach/Model problem solving!
2.Engage students in STEM topics (regardless of content area)
3.Use gameplay to propel core content
4.Keep STEM learning/methodology at the forefront (due to scheduling needs, some districts schedule science/history courses as a semester course)
5.Exploit student interests to draw kids to core content
Is PYG research-based?
Well, gameplay in the classroom is, and is being studied further as you read this-
Popular Media Exposure:
• Wired Magazine- Kids Like to Learn Algebra, if It Comes in the Right App. http://wrd.cm/1f98hIZ
•3 Reasons Your Kids Should Be Playing Video Games (Edutopia): http://t.co/yiS9TQkRUj
•How online gamers are solving science's biggest problems. http://t.co/F7lm8KatFg
•Game-based learning to teach STEM: http://t.co/rJQ55E2IOY
•National STEM Video Game Challenge- http://bit.ly/1d2tW2m
In Academia:
•Cultural Studies of Science Education: Leveraging insights from mainstream gameplay to inform STEM game design: great idea, but what comes next? http://bit.ly/1bNxURW
•Marine Technology Society: D.E.E.P. Learning; Promoting Informal STEM Learning through Ocean Research Videogames. http://bit.ly/1nPieNN
•Aligning Problem Solving and Gameplay: A Model for Future Research and Design. http://bit.ly/1gYkAJo
•The Efficacy of Games and Simulations for Learning (Chapter): Educational Gameplay and Simulation Environments. http://bit.ly/1fiwMVh
Is there opportunity for student accountability?
1. Pre-/Post-Assessments:
•Focus on problem-solving (single-step is emphasized in ES settings; test is primarily multistep word problems)
• Adapted from the 2009 7th Grade TAKS (Texas Assessment of Knowledge & Skills; http://www.tea.state.tx.us/student.assessment/taks/released-tests/archive/
•Tests administered September and May
2.PYG Sheet-
Structured to guide students through gameplay as a scientific process, while also providing opportunity to see the game through a “STEM lens”
3. Time-In-Game Qualification-
Students qualify for their game time by academic achievement. All students are able to participate, but higher group averages equate to more game time. Groups with less game time use that free time to do review activities, remediation on previous assessments, and/or get peer tutoring.
4. BYOD!
5. Possible Add-Ons-
It is difficult to help the program “fresh” if you’re not scouting new opportunities/wrinkles to the program.
-Writing opportunities to further process gameplay
-Makey Makey kits (www.makeymakey.com)
-Game Design potential (ALICE, Scratch, Gamestar Mechanic, among others)
pyg_pre_post_test_2013-14.docx | |
File Size: | 115 kb |
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how_long_are_you_playing_today.doc | |
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pyg_vctm_nctm_presentation_2014.pptx | |
File Size: | 2049 kb |
File Type: | pptx |
play_your_games_v2.1.docx | |
File Size: | 18 kb |
File Type: | docx |