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Cisco Networking Academy Game Update

Cisco Networking Academy Game Update. Dennis C. Frezzo, Ph.D Senior Manager, Instructional Research & Technology Networking Academy Learning System Development Presented to ITU Youth Forum October 8, 2009. Agenda. Why Games? Student-Centric, Constructivist Learning

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Cisco Networking Academy Game Update

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  1. Cisco Networking Academy Game Update Dennis C. Frezzo, Ph.D Senior Manager, Instructional Research & Technology Networking Academy Learning System Development Presented to ITU Youth Forum October 8, 2009

  2. Agenda • Why Games? Student-Centric, Constructivist Learning • Research (recruitment? Engagement? Retention?). Toolkit of Choices. • Cisco Games • Learning@Cisco Arcade (“Mind Share”); https://learningnetwork.cisco.com/index.jspa • Cisco MyPlanNetwww.cisco.com/go/myplannet • Academy Games • Netspace (upgrades!) https://www.academynetspace.com/index_flash.php# • Flash Games in Courses (see D4; game-like activities elsewhere) • PT Multiuser Games (very active research area, King of the Hill, Relay Race, Open U experiments, “(Model) Internet on the (Real) Internet” • R&D on Mobile Devices (on our research agenda) • Entrepreneurial Game Prototype • Affordances of simulation-based learning environments • Demonstration • Questions I have for You. (Your Homework) • Questions You Have For Me/ Discussion

  3. 5 Key Affordances(of Packet Tracer, for gaming) • Deep domain model affords possibilities for immerse, realistic problem solving • Authoring model (Activity Wizard, open xml state and resource descriptions and sequence, user translatability) offer possibilities for many learner centric games, not just one, to be cost-effectively created • State of the art underlying assessment model (Evidence Centered Design) allows simple script like definitions of both technical and entrepreneurial proficiencies, providing both the opportunity for realtime, complex feedback to the game player and assessment possibilities for the game. • Intrinsic multiuser functionality of the underlying simulator can allow, at present over a classroom LAN, opportunities for competitive, cooperative, and hybrid games • Finally Packet tracer (the underlying simulation-based learning environment) has an API (application programming interface), meaning it can be used as a software component in other programs (indeed this is how the game is built). But the community is not limited to this set of gaming features; if they can program in Java, C++, or Flash, they can modify the “presentation layer” around the simulation core to suit local instructional adaptations. In our networking academy community of practice, even a few instructors/institiutions availing themselves of the API could lead to dramatic growth in the code.

  4. 6 Questions • What is Cisco’s Networking Academy doing in the Area of Gaming? • Aren’t all games educational in the sense that learning is involved, and hence shouldn’t schools accept games as an integrated part of the learning environment? • What platforms and affordances would you most like games to be developed on? • What’s the best domain-specific “educational” game you’ve ever played and why • What’s the difference between gaming and assessments? • Are (educational) games for everyone? • Please Reply to Dennis Frezzo, dfrezzo@cisco.com

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