12606033_ULearn06Workshop.ppt (54.5Kb)

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ULearn 06 Workshop
Computer Games in
Education
Trond Nilsen
Richard Green
Mick Grimley
Overview
• 10.30 – 10.50 - Introduction to Computer Games
and Education
• 10.50 – 11.30 - Session 1 -Game genres and
available tools for educators
• 11.30 – 11.45 Coffee Break
• 11.45 – 12.15 Hands-on with games
• 12.15 – 1.00 Session 2 – Game genres and
available tools for educators continued
• 1.00 – 2.00 Lunch
• 2.00 – 3.15 Session 3 - Building a game world
• 3.15 – 3.30 Coffee Break
• 3.30 – 4.00 Session 4 – Building a game world 2
• 4.00 – 4.30 Final Discussion
Generation N or Net Generation
• Gaming is a way of life
• Last year video sales eclipsed the
Hollywood box office gross
What is a Computer Game?
• It is a computerised model that we can
interact with
• Games tend to be fun (not a chore)
• The main thing a game does is to teach us
how to play it (this learning keeps players
hooked)
• They tend to start of relatively simple and
get more challenging (challenge:skill)
Games and Play
• From a very early age we learn from games and
play from simulations (Playing mother, playing
Dr) to drill and practice (colours, numbers,
shapes)
– We are engaged, attentive, enthusiastic
• But this is phased out in the early stages of
education
– We continue to play in our own time
• There becomes a rift between work and play
• Games, Play, Computer Games
– dirty words in education and the classroom
Some Benefits of Digital Game
Based Learning (DGBL)
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Engagement/motivation/persistence
Active and interactive (constructivist)
Instant feedback
Encourage participation (safe environment)
Require the player to make decisions and to work
towards a goal
Customized learning experiences to the individual
Usually involve a social network akin to an educational
community of practice
Promote long term memory and learning transfer
Students expect digital (Net N)
Who?
• Diverse learners
– But all learners can reap the benefits
Issues
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A distraction from learning
Teacher/Educationalists attitudes
Violence
Practicalities
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Development of appropriate games
Curriculum content
Tools for teachers
Hardware
• Gender differences
• Competition
• Duration of play
Educational Integration
• Creating/building games
• Integration of commercial games into the
curriculum
• Critiquing games
• Immersive multi-player virtual
environments
Some Interactive Learning
Techniques used in DGBL
• Practice and feedback
– Drill style games, useful for learning facts
• Learning by doing
– Many games inc exploration, discovery, problem solving
• Trial and error
– players move forward until a mistake is made then start again
• Goal-oriented learning
– Related to how to do something and motivates learners to
overcome failures
• Discovery and guided discovery
– Associated with adventure games and involve problem solving
Some Interactive Learning
Techniques used in DGBL 2
• Task based learning
– Involves learners solving tasks or problems that build
on each other and increase in difficulty
• Question led learning
– Usually connected with quiz games
• Role playing
– Promotes reflection as these types of games usually
move a little slower
• Coaching
– Assistance is provided to help solve problems and
move through the game
Some Interactive Learning
Techniques used in DGBL 3
• Intelligent tutoring
– Specific feedback can be given based on
student errors
• Mastery learning
– Games can be built which rely on a player
reaching a certain competency level before
being allowed to move on
• Constructivist learning
– Most games build on constructivist techniques
Assessment
• Games were made to keep score
– But beware of making them chores
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