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) • • • • • • • • • 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 • • • • A distraction from learning Teacher/Educationalists attitudes Violence Practicalities – – – – 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