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Computer Games

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Title: Computer Games


1
Computer Games Learning
2
What are these people doing?
Learning?
Playing?
Both?
3
What are we doing today?
  • Thinking about learning
  • Constructivism exploratory learning
  • Playing PeaceMaker
  • Thinking about learning and games

4
What makes a good learning experience?
5
What makes a good gaming experience?
6
Why are we interested in the interface between
gaming and learning?
  • Some believe that peoples ways of thinking are
    changing as a result of their engagement with
    technologies such as computer games
  • Prenskys digital natives
  • Computer games can be immensely motivating and
    involving perhaps educators can learn from them
    to make learning more motivating and involving,
    too
  • Aspects of computer games seem to fit some of
    what we understand about useful environments for
    learning perhaps we can use them as
    environments for learning as well as for fun

7
How do we learn? Constructivism
  • Most of the interest in using computer games as
    environments and vehicles for learning derives
    from a constructivist account for the learning
    process
  • What is constructivism?
  • The clues in the name
  • Individuals construct meaning, their
    understanding of the world
  • Learning is active and creative, not passive
  • Learning is a search for meaning
  • Learning consists of more than learning parts
    of a subject, learners also need to understand
    wholes and how the parts fit into the context
    of these wholes
  • Learning is social and dialogic

8
Constructivism Some basic principles
  • Learners bring unique prior knowledge, experience
    and beliefs to the learning situation
  • Knowledge is constructed uniquely and
    individually and in many ways, via interaction
    with authentic tools, resources, experiences and
    contexts
  • Learning involves a developmental process of
    accommodating new knowledge in existing cognitive
    structures, testing hypotheses and reconstructing
    our understanding of the world to accommodate new
    learning and thus arrive at new internal
    structures learning is exploratory
  • Social interaction and the negotiation of
    understanding is central to the constructivist
    approach and provides the opportunity for
    multiple perspectives on the learning material

9
Roles for teachers
  • Constructivism involves an active vision of the
    learner, interacting with each other and their
    environments to construct meaning
  • So what is the role of the teacher?
  • Scaffolding
  • Support
  • Guidance
  • Facilitation
  • Zone of Proximal Development the More
    Knowledgeable Other

10
Scaffolding ZPD MKO
  • The Zone of Proximal Development is the space
    between what the learner can do without help and
    what they cannot do with or without help
  • The role of the More Knowledgeable Other is to
    help the learner move across the ZPD, i.e., to
    extend their learning
  • This process is often referred to as scaffolding
    think of it as the provision of stepping
    stones across the river of the ZPD. Note the
    learner should still have to cross the river for
    themselves
  • MKO may be a teacher, a peer, a family member, or
    a computer

11
An example
  • Child language development Learning the past
    tense
  • Material for learning in the environment
  • Walked
  • Prepared
  • Opened
  • Hypothesis
  • Verb stem -ed
  • Test
  • Go-ed
  • Reformulation
  • Verb stem -ed (plus irregular forms of some
    verbs)

12
Exploratory learning
  • If we learn French by going to France let's
    learn maths by finding a maths land!
  • Seymour Papert

13
What is exploratory learning?
  • Learning through exploring environments,
    realia, lived and virtual experiences with peer
    and tutorial support
  • By engaging with a modelled version of some
    aspect of the world, the learner is encouraged to
    identify patterns, recognise relationships
    between aspects of the model and draw conclusions
    about the way the model works
  • Problem solving
  • Experiment test hypothesis
  • Reflection
  • Collaboration (two heads are better than one
    why?)
  • Learning can be transferred into lived experience
    in the real world, or applied to similar or
    dissimilar contexts (or can it?)

14
Some issues
  • Learning in modelled environments places the
    learner in an active role, but it does not
    presume a passive role for the teacher (MKO)
  • A proper level of scaffolding is required or the
    experience may become frustrational
  • The underlying rule system in the model will
    necessarily be a simplified version of the
    (infinitely complex and fuzzy) real world
  • Is this significant?
  • How necessary is it for the model to be
    accurate
  • Does learning in modelled environments lead to
    learning about the aspect of the world that is
    being modelled, or is it more about learning
    thinking skills and problem solving?
  • How can links be created between the model and
    the subject that is being learned?

15
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16
Games Learning
  • A new net generation? Prenskys Digital
    Natives
  • Games motivation
  • Fun intentionality
  • Learning games games for learning

17
Are teachers facing a generation of children who
think differently?
  • Prensky, 2001 - young people are developing a new
    set of cognitive abilities as a result of their
    engagement with computer technologies and games
    (click here for more information)
  • Twitch speed vs conventional speed
  • Parallel processing vs linear processing
  • Graphics first vs text first
  • Random access vs step by step
  • Connected vs stand alone
  • Active vs passive
  • Play vs work
  • Pay-off vs patience
  • Fantasy vs reality
  • Technology as friend vs technology as foe

18
Well, ?
  • Certainly, the technological context that
    children are developing in is likely to encourage
    different ways of thinking, but there is as
    considerable a range of diversity in young people
    as there is in adults
  • Some children play often, some not at all
  • Children play different kinds of games
  • Boys and girls seem to have different preferences
    in terms of games played and how often they play
    them
  • Nevertheless, an exploration of the features of
    games that make them so engaging and motivating
    may allow us to apply some of those features to
    educational contexts and thus enhance and
    encourage learning

19
Motivation
  • What makes computer games so motivating?
  • Jones suggests that the following are essential
    to the design of engaging environments
  • Task that we can complete
  • Ability to concentrate on task
  • Task has clear goals
  • Task provides immediate feedback
  • Deep but effortless involvement (losing awareness
    of worry and frustration of everyday activity)
  • Exercising a sense of control over our actions
  • Concern for self disappears during flow, but
    sense of self is stronger after flow activity
  • Sense of duration of time is altered
  • Jones (1998)

20
Flow state In the Zone
Much of the thought about computer games and
motivation is based around Csikszentmihalyis
concept of flow state, which arises when one is
engaged in self-controlled, goal-related,
meaningful actions.
  • Clear goals an objective is distinctly defined
    immediate feedback one knows instantly how well
    one is doing.
  • The opportunities for acting decisively are
    relatively high, and they are matched by one's
    perceived ability to act. In other words,
    personal skills are well suited to given
    challenges.
  • Action awareness merge one-pointedness of
    mind.
  • Concentration on the task at hand irrelevant
    stimuli disappear from consciousness, worries
    concerns are temporarily suspended.
  • A sense of potential control.
  • Loss of self-consciousness, transcendence of ego
    boundaries, a sense of growth and of being part
    of some greater entity.
  • Altered sense of time, which usually seems to
    pass faster.
  • Experience becomes autotelic If several of the
    previous conditions are present, what one does
    becomes autotelic, or worth doing for its own
    sake.
  • Csikszentmihalyi, 1994

21
Is it all about fun?
  • Rule-based, goal-directed challenging play
    generates fun
  • Hard funA phrase used by a small boy when
    describing what he thought about programming a
    Lego robot at MIT (a development of Paperts work
    with Logo constructivism in practice)
  • Fun doesnt equate to easy
  • Should we be treating learners as players?
    Providing learners with experiences in which they
    do not know that they are learning?
  • Stealth learning?

22
If nobody makes you do it, it counts as fun
23
What are your intentions?
  • School-based learning is intention-driven
  • Learning objectives
  • Learning outcomes
  • Curriculum design
  • Lesson planning
  • Is intentionality important?
  • Do learners need a specific learning goal in
    order to learn in a game, or game-like
    environment?
  • Some important questions for educators
  • How can we find out what learners are learning in
    a game?
  • How can we make learners aware of what they have
    learned?
  • How can we encourage learners to make use of what
    they have learned in other contexts?

24
Learning games
  • Laurillard (1995)
  • Multimedia learning environments for children
  • Making sense of complex environments is difficult
  • Knowing what to look for and then what to do with
    it is difficult
  • Hypermedia environments can lead to superficial
    approaches to learning as the learner links from
    one area to another information grazing
  • Laurillard proposes the need for the following to
    be built into these environments
  • Scaffolding
  • Goal-oriented-ness
  • Learning tools (notepads for capturing
    information and ideas)
  • Skills development (helping learners become
    better learners)
  • Expert models

25
Some learning games (edugames)
  • Grannys Garden
  • (Very old still found in Primary schools)
  • Programs gt Education gt General
  • Crystal Rain Forest
  • Introduction to Logo
  • Programs gt Education gt Science Technology
  • Food Force
  • United Nations World Food Programme
  • http//www.food-force.com/

26
To think about
  • What features of these games are intended to
    enhance and encourage learning?
  • What kind of thinking did they involve?
  • What were you and your partner talking about
    while engaged with the games
  • What were you learning?

27
What features should learning games have?
  • Pre-set starter scenarios
  • Accuracy
  • Saving restarting
  • Teacher information
  • Control of sound and other features
  • Progress
  • Interface
  • Challenge collaboration
  • Real world expertise
  • Time
  • McFarlane et al, 2002

28
Learning with games
  • TEEM study (McFarlane et al) Computer games
    supporting learning in the classroom
  • Adventure/quest games
  • Age of Empires
  • Simulations
  • Championship Manager
  • Race games
  • Microracers
  • Maze games
  • Alpha Team
  • Edutainment
  • Tweenies Ready to Play
  • Creative model building
  • Sim City (Also, see here)
  • Shooting/arcade games
  • Critical Zone

29
What kind of learning?
  • Skills development
  • Communication and collaborative work
  • Discussion, decision making, presenting arguments
    and finding agreement
  • Problem-solving
  • Exploratory learning, working out solutions,
    developing their own understandings of the games
    rule systems
  • Mathematical development
  • Working with budgets
  • Describing position
  • ICT skills
  • Motivation (may not coincide with learning
    objectives)
  • Thinking skills
  • Reasoning, enquiry, evaluation, strategic
    thinking, decision-making, planning, evaluating,
    hypothesising

30
Further reading
  • Atherton J S (2005) Learning and Teaching 
    Angles on learning, particularly after the
    schooling years. Retrieved on 20th March, 2007
    from http//www.learningandteaching.info/learning/
     
  • Facer, K. (No date). Computer games and learning
    Why do we think its worth talking about games
    and learning in the same breath. Nesta Futurelab
    discussion paper. Online. Retrieved on 20th
    March, 2007 from http//www.nestafuturelab.org/res
    earch/discuss/02discuss01.htm.
  • de Freitas, S. (2006). Learning in immersive
    worlds A review of game-based learning. JISC.
    Online. Retrieved on 20th March, 2007 from
    http//www.jisc.ac.uk/media/documents/programmes/e
    learning_innovation/gaming20report_v3.3.pdf
  • de Freitas, S. Oliver, M. (2006) How can
    exploratory learning with games and simulations
    within the curriculum be most effectively
    evaluated? Computers and Education, 46 (3).
    pp. 249-264 Online Retrieved on March 20th from
    http//dx.doi.org/10.1016/j.compedu.2005.11.007

31
Further reading (contd)
  • Laurillard, D. (1995). Multimedia and the
    changing experience of the learner. British
    Journal of Educational Technology, 26(3),
    179-189. Online. Retrieved on 20th March, 2007
    from http//iet.open.ac.uk/pp/s.a.rae/Meno/homerpu
    b.html. (Note this is not quite the same article
    as in the journal, but it does cover the same
    content and issues)
  • McFarlane, A., Sparrowhawk, A. Heald, Ysanne
    (2002). Report on the educational use of games.
    Cambridge TEEM. Online. Retrieved on 20th
    March, 2007 from http//www.teem.org.uk/publicatio
    ns/teem_gamesined_full.pdf.
  • Mitchell, A. Savill-Smith, C. (2004). The use
    of computer and video games for learning A
    review of the literature. London Learning
    Skills Development Agency. Online. Retrieved on
    20th March, 2007 from http//www.teem.org.uk/publi
    cations/teem_gamesined_full.pdf
    http//www.lsda.org.uk/files/PDF/1529.pdf.

32
Further reading (continued)
  • Papert, S. (No date). Seymour Paperts website.
    Online. Retrieven on March 20th, 2007 from
    http//www.papert.org/
  • Prensky, M. (2001) Digital Game-based Learning.
    New York McGraw-HIll
  • Sandford, R., Ulicsak, Facer, K. Rudd, T.
    (2006). Teaching with games using comnmercial
    offf-the-shelf games computer games in formal
    education. Futurelab. Online. Retrieved on
    March 20th, 2007 from http//www.futurelab.org.uk/
    download/pdfs/research/TWG_report.pdf
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