Keywords: IDGBL10
Keywords: IDGBL10
Posted by Hugh O'Donnell | 0 comment(s)
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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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
Posted by Hugh O'Donnell | 1 comment(s)
James Paul Gee's 5 Learning Principles are extended here:
http://mason.gmu.edu/~lsmithg/jamespaulgee2
Keywords: IDGBL10
Posted by Hugh O'Donnell | 1 comment(s)
I found the Greenfield article extremely engaging.
She begins by stating that moving visual imagery (p89) is important and is developed via the skills acquired during TV viewing - an activity still frowned upon if undertaken to extremes. But it is the interaction – being able to control the narrative in addition that creates the engagement or the fascination with videogames. Other factors include, automatic score keeping, randomness, audio, speed (91)
I have an interest in gender roles, when considering any ICT (teaching S3 & S4 all boys classes) and was interested in her observation that the entry point to computing is a via gaming, which was predominantly male. (94) I find that boys in mixed classes can often be heard discussing computer games, especially their collaborations/challenges online. Spatial skills, said to better exhibited by males.
I was interested in the principle that the human brain looks for patterns as a way to discern the world: computer games call up inductive skills much more (100) Pattern recognition is required, as is parallel processing – the assimilation of several sources of information at the same time.
Whitton notes that:
something which I am keenly aware of during my teaching practice. Also, one must consider the context/setting in interpreting “interacting dynamic variables” (102).
Which leads to the issue of ‘transfer’ – into other domains – and generalization of these skills. How can this be achieved? For an English Teacher, Fantasy Games allow for the creation of far more complex characterization. This is useful in conjunction with any imaginative/creative writing activities - I have noted that the Neverwinter Nights has the feature(s) for users to create and build within the videogame domain. Again, something that offer more features that allow for creativity.
A LADDER OF CHALLENGES
Closely linked to the motivation and the maintenance of an optimal level of engagement:
during all of which, the user (children) need to feel control.
This seems to be the elixir of creative and successful education.
Keywords: IDGBL10
Posted by Hugh O'Donnell | 3 comment(s)
‘Popeye’
‘Popeye’ is an arcade platform game, developed and released by Nintendo in 1982, featuring an 8-bit rendering of the eponymous cartoon character, and features Olive Oyl, See Pea’, Wimpy, Bluto and Sea Hag.
http://en.wikipedia.org/wiki/Popeye_(arcade_game)
This game draws upon existing cultural references and uses the relations and enmities between the characters as the strategies and mini-plots, which span three levels.
Keywords: IDGBL10
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Sherlock Holmes: The Secret of the Silver Earring (PC)
Pupils are required to produce a piece of journal writing in 5 minutes at the beginning of each lesson – applicable only to S1 and S2 pupils.
For most pupils, this would descend into the more mundane repetitive nature of listing the subjects they had visited or a window on their limited experience at the weekend in a small community.
The pupils are undertaking curricular study of a drama adaptation of a classic Sherlock Holmes story, The Mazarin Stone, so I decided to use one of the suggested titles by Whitton at http://digitalgames.playthinklearn.net/
Having acquired a ‘walkthrough’ and a copy of the PC game I decided to allow the pupils to play the game for five minutes and then spend a further 5 minutes producing a journal entry of the investigation to date in the persona of either Holmes or Dr Watson.
Pupils are in groups of 2-3, and each day a group undertakes the game control and scribing activities, whilst they participate in a whole class discussion of investigation. I, as teacher and ‘omniscient prompt’ offer suggestions and instigate elaborations of suggestions.
Pupils are:
To date, 3 periods - w/b 17th to 22nd January – have been successful; pupils have been confident to adopt 1 of the 2 offered personas; 1 has adopted a 3rd person.
I will continue to monitor the interaction and final outcomes of this activity.
I am considering the suitability of narrative-rich games such as ‘Neverwinter Nights’ and ‘The Longest Journey’.
Keywords: IDGBL10
Posted by Hugh O'Donnell | 4 comment(s)
As with Google Docs, are the developers and ROM collators involved in the MAME project acting in the best principles of preserving examples of our fledgling digital games culture? http://mamedev.org/ & http://mameworld.info/
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Keywords: augmented reality, IDGBL10, mLearning, uLearning
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