Title: Computer Games
1Computer Games Learning
2What are these people doing?
Learning?
Playing?
Both?
3What are we doing today?
- Thinking about learning
- Constructivism exploratory learning
- Playing PeaceMaker
- Thinking about learning and games
4What makes a good learning experience?
5What makes a good gaming experience?
6Why 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
7How 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
8Constructivism 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
9Roles 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
10Scaffolding 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
11An 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)
12Exploratory learning
- If we learn French by going to France let's
learn maths by finding a maths land! - Seymour Papert
13What 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?)
14Some 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(No Transcript)
16Games Learning
- A new net generation? Prenskys Digital
Natives - Games motivation
- Fun intentionality
- Learning games games for learning
17Are 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
18Well, ?
- 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
19Motivation
- 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)
20Flow 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
21Is 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?
22If nobody makes you do it, it counts as fun
23What 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?
24Learning 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
25Some 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/
26To 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?
27What 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
28Learning 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
29What 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
30Further 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
31Further 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.
32Further 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