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February 2010

February 06, 2010

Play

I enjoyed the Rousseau references in Kane’s work, which led to the idea of removing boundaries that would, as later indicated by Maria Montessori, allow children’s “natural urge to explore and hypothesize, compare and dramatized.”

In secondary schools, the connotations carried by the term ‘play’ are very much the domain of primary and pupils are expected to have left that behind.

This paper explored the ideas whereby ‘play’ allowed the player (children) to articulate and simulate ideas and imaginative constructs in the ‘real’ world; it facilitates the inevitability of ‘change’ that shapes our futures and destinies.

I now view ‘play’ as a powerful activity, which should underpin – wherever possible – educational activities and processes.  ‘Teaching to the test’ suits the passive, simply regurgitate content model of education – one born from the Dickens era and the Industrial Revolution.  If we are to produce critical minds, we must allow these minds to ‘forage’.

Keywords: IDGBL10

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February 11, 2010

Pedagogy & Design

Motivation
(Whitton, 2010)

On a personal level, I value my free time – what little time is afforded to a secondary school teacher with a young family and who is undertaking two separate course of study at postgraduate level – any of which tries to contain elements of newspaper and short story/poetry reading.  I would categorise myself as one who would need to see an educational purpose or that the completion of domestic and academic activities on the peripherary were not being undermined by spending time at a console or PC playing a game.

According to Whitton (p. 37) motivation and purpose are paramount to digital games-based learning; users need to be in control, and for games in learning, users will accept them if they are the most effective way of learning – this is the most important aspect (p. 40-41).  Games have the ability to engage but must have sound educational principles in order that the play does not obfuscate the learning outcome(s).

Achieving the necessary immersion – whereby players (learners) are fascinated and increasingly challenged – relies on the authenticity of and identification with a particular context for a user.  This leads to the experience of ‘flow’ (as defined by Csikszentmihalyi) whereupon the player enters into the optimal state of learning, and is in complete control of this experience.   But motivation is seen as a complex process.  Students’ intrinsic motivations for school decline grades 3 to 9, as a result of extrinsic motivations – grades, expectations, etc. Fun, joy, meaning, challenge have been stripped out.  So what are the differences between this traditional school-based learning and digitial games-based engagement?

Malone & Lepper developed a taxonomy of four factors in intrinsic motivators when playing games: game challenge, curiosity, control and fantasy, with ten additional factors being defined by Tuzun (2004): identity presentation, social relations, playing, learning, achievement, helping, rewards, immersion, uniqueness and creativity.

Relating to the idea of the expectations place on appropriateness of a learning activity or game, the greatest potential is in developing high-level, transferable skills: autonomy, analysis, critical evaluation and team working.  Experience, discussion and application is the constructivist approach, a theory deployed by Vygotsky.  In order to support this optimized state of ‘active learning’ constructivism suggests:

- Situated cognition
- Cognitive Puzzlement
- Social Collaboration 

and I would suggest that many digitial games – specifically designed for learning or otherwise - offer such a constructivist learning environment:  "a place where learners may work together and support each other as they use a variety of tools and information resources in their guided pursuit of learning goals and problem-solving activities."

Honebein (cited in Whitton, 2010) presents 7 pedagogic goals of the design of constructivist learning environments: 

·          Responsibility for how/what they learn
·          Multiple viewpoints
·          Ownership of learning process
·          Authentic and relevant
·          Real-life activities
·          Support social learning
·          Multiple modes of learning

Additionally, game play must be offered in conjunction with periods of structured reflection, whereby the player can reflect on the activities just taken place with a view to tuning and restructuring their schematic models for use in further play or in transferable application.

At the heart is the learner or the player – the teacher acts merely as a learning facilitator, with opportunities for communities of practice (both bodied and disembodied) delivering additional critical support.  This ‘experiential learning’ (Kolb) requires feedback being given to the user in a timely and relevant format in order for the user to check their progress.


So, digital games can support the main educational theories of learning: active learning and constructivism, experiential learning, collaborative learning and problem-based learning.  

What succeeds is academic learning disguised as contextualized with important social issues, aesthetically-rich dramatic play.

Keywords: IDGBL10

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February 16, 2010

Whitton (Chapter 6)

This chapter has introduced a framework on which I shall pin my research into the development of an educational game, and undertake an evaluation of an existing one - two of the three assignments.

Whitton highlight, many times, the need for game design to incorporate the social constructivist element of collaboration; this should be included when considering the desired learning outcomes.  For this, she has provided an excellent 'Mapping of Learning Objectives to Game Activity' table for use in game design, which I will use in conjunction with the 'Concept Specification' table.

Starting with the learning objectives is of paramount importance; they underpin any (digital or games-based) learning activity.  She also treats the 'game' holistically, packaged with reflection activities - discussion, journaling etc.  This accords with Kolb's experiential learning cycle and allows for in- and out-of game activities, all of which are equitable.

She discusses some sources of games - adoption, modification, bespoke creation, etc. and their financial and developmental pros and cons.

Six guidelines are given (which I will use) for Effective Game Design:

- active learning
- engagement & goal-oriented
- appropriately contextualised
- reflective opportunities
- equitable experience
- ongoing support

Collaborative Learning underpins every aspect.

Keywords: IDGBL10

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February 20, 2010

I have enjoyed both readings..

Whitton - Using existing commercial games 

Myst and Wolfenstein have taken my interest, especially the former re pupils and narrative creation activities. 


Gee - Chapter 5

"often stays at the edge of the player's regime of competence" (p. 121).  This is the idea whereby - as Gee states early and further on in this chapter - manage overt information but also require the presence of the teacher, or learning mediator.

Overt Telling versus Immersion in Practice.

This schism should not exist - and can be resolved,  "The learner adapts and transforms the earlier experience to be transferred to the new problem through creativity and innovation."

"The learner remains flexible, adapting performance in action." - 29. The Transfer Principle

This is key to effective learning and teaching.

Keywords: IDGBL10

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February 25, 2010

Week 8

 

I have been thinking about Gee, Whitton in conjunction with the readings in Week 4 of my MEd (Chartered Teacher) course, which this week focuses on Cognitive Style and Formative Assessment.  Furthermore, do certain games and game genres appeal to users based on the Howard Gardner’s idea of Multiple Intelligence?

 

Cognitive Style

Richard Riding (Richard Riding , School Learning and Cognitive Style, 2002, David Fulton Publishers, London) defines the term cognitive style as an individual’s preferred and habitual approach to organising and representing information. He goes on to suggest that it may in fact be built into us and influence how we naturally tend to react to events and ideas.

If we recognise the way(s) in which we prefer to work, it allows us to develop strategies to work more effectively or to minimise our weaknesses. Riding proposes that there are different dimensions along which we are placed.

Firstly there is the: wholist – analytical dimension: whether a person organises information in wholes or parts. Secondly there is the: verbal – imagery dimension: whether a person represents information verbally or in mental pictures.

These two dimensions can be seen as if on two continuums, and can be represented as follows:
Within the wholist – analytical dimension wholists would see the overall picture (perhaps missing out on details);

While analytics would see a collection of different parts (perhaps sometimes concentrating on one or two parts to the exclusion of others).

Somewhere in the middle (and perhaps getting the best of both worlds) would be intermediates.

Perhaps this is what Gee is positing re subdomains, if one thinks about Vygotsky’s Zone of Proximal Development (ZPD) theory, and furthermore, I am aware of the multimodal aspect of digital games, and the second dimension is pertinent to the use of such games in adapting delivery for optimum reception by pupils. For instance, is the Nintendo Wii providing the necessary support for the kinesthetic learners as defined by Howard Gardner in his idea of Multiple Intelligences?. MI

Within the verbal – imagery dimension verbalisers would consider or represent information in words or through word associations while imagers would use mental pictures either of information or of things associated with it. Then somewhere in the middle again would be a group of bimodals.

Riding suggests that verbalisers will prefer stimulating environments with a social group helping them to develop or share meanings while imagers will prefer a more passive, static environment.  Does this have an effect on the predilection of some gamers for online collaborative gaming?  There seems to be little doubt that the pockets of digitial games-based and traditional learning is apposite within a classroom setting.   It would of course be possible to have different combinations of the dimensions, for example an analytic imager or a wholist verbaliser.  Riding goes on to state that someone’s preferred style doesn’t seem to relate to intelligence or ability and that ability would influence the level of performance while style would influence the manner of performance. He also says that it is separate from both personality and gender.

Cognitive style is the preferred manner of working but importantly learning strategies can be learned and developed to support or give alternatives to our first preference.

So, what does this all mean for learning, and in particular digital games based learning?

Well, learning performance is liable to be affected by an interaction between cognitive style and:

·  the way instructional material is structured;
·  its mode of presentation;
·  its type of content.

The structure would cover both the format structure  (appearance, headings, length of paragraphs etc) and its conceptual structure (sequence of ideas, relationship of points, logic, chronology etc).

Where a person is on the wholist – analytic dimension may cause them to prefer: large steps, large chunks of verbal information, simple diagrams, or small steps, small chunks of verbal information,  lots of pictorial or diagrammatic information.

The consequence of this is that we as teachers should be thinking about our modes of presentation – text, pictorial, text and pictorial, multimedia. 

Imagers learn better from pictorial representations than do verbalisers. Verbalisers learn better from verbal representations than do imagers. So how we present things and what we have learners do with that information should be considered.  What about the content? Is it concrete or abstract?

It’s also worth noting that we as individuals will have our own preferred styles and there might be a tendency to assume that everyone learns the same way we do, which might cause us to skew our teaching towards our own preferences.  Some possible modes of expression as preferred by the different types identified. (These are noted in a possible order of preference.)

Analytic verbaliser
Text
Speech
Diagrams
Pictures

Analytic imager
Diagrams
Pictures
Text
Speech

Wholist verbaliser
Speech
Text
Pictures
Diagrams

Wholist imager
Pictures
Diagrams
Speech
Text 

We therefore as teachers might like to consider the possible differences in our students and of our own preferences which might affect how we tend to present information.
 As we become aware of differences in our students we should begin to make them aware of their own preferences, see the positives in  their preferences but also see any possible negatives, and give them opportunities to practice other ways of working in order to broaden their repertoire of approaches by using a variety of teaching or presentation methods.

This surely suits the adoption of digital games-based learning!

Keywords: IDGBL

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February 26, 2010

Commandos is a real-time point and click strategy game, drawing on historical
events/missions from the Second World War.


Missions involve one or more soldier avatar each of which carries certain physical/
other characteristics and a player(s) use their combined efforts in order to solve
stealth-oriented missions.
Donald Norman's ideas - which draw on Brenda Laurel's ideas of immersion and first-person
engagement with a task - could support the use of this game with an all-boys S3 class.  I envisage:
  • engagement in critical thinking and reflection tasks before the beginning/at the end of a lesson
  • intra-/inter-group engagement
  • first-person involvement
  • cross-curricular learning (History, e.g.)
  • the provision of 'rich tasks', whereby pupils can produce non-fiction investigations, engage with World War poetry
  • group collaboration and competition (Whitton)
  • used a source for personal journal writing
This would ultimately appeal to boys (note: I wonder how girls would react and perform !?) and I would allow for 5 minutes of game engagement followed by 5 minutes of reflection/journalling, both of which could draw on a specific writing task for that period.  This type of engagement and critical thinking could 'warm the muscle' required for the remainder of the period...

Keywords: IDGBL10

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