Download ppt - Helen Smith Serious Games

Transcript
Page 1: Helen Smith Serious Games

To what extent do serious games foster risk taking as an innovation skill?

Helen Smith (PhD student-AIT)

Page 2: Helen Smith Serious Games

Barriers to risk taking in the classroom• High stakes assessment and the fear of

failure

• Time

• Resources

• Individual skills of the teacher

• Political rhetoric and controls over pedagogical practice

Page 3: Helen Smith Serious Games

Can we create a learning environment….• That is engaging?• That engages young people

in real world problems?• That allows them to see the

links between global problems and science and technology?

• That allows students to work creatively and collaboratively ?

• That allows them to freely take risks?

Page 4: Helen Smith Serious Games

Positive educational features of computer games

Mirror constructivist learning models that students:

•Face uncertainty as to outcome of the task•Recieve in time feedback•Actively construct knowledge•Can work co-operatively•Are self-regulated learners •Experience situations within the games that resemble real-life or authentic situations.

Page 5: Helen Smith Serious Games

Some more positive educational features of computer games…

Players experience ‘fun failure’ (McGonigal, 2011)

Page 6: Helen Smith Serious Games

Games engage the ‘digital natives’ of contemporary society (Prensky,1996)

Page 7: Helen Smith Serious Games

Games allow for a state of creative ‘flow’ (Csikszentmihalyi, 2003)

Page 8: Helen Smith Serious Games

Could serious games be even

better?

811.04.23

Page 9: Helen Smith Serious Games

Theories of persuasive design (Fogg, 2002 and Bogost, 2007) suggest that serious games are not value neutral and that players are anchored in an ideological position through a series of processes

Does this lead to greater levels of engagement than traditional educational games?

Page 10: Helen Smith Serious Games

1011.04.23

Page 11: Helen Smith Serious Games

1111.04.23

Page 12: Helen Smith Serious Games

Many serious games model the ‘Science-Technology-Society’ nexus typified by the work of Carl Mitcham (1994, 2001)

What are the implications of climate change?

Scarce resources?

What would be peoples lived experiences?

1211.04.23c

Page 13: Helen Smith Serious Games

1311.04.23

Page 14: Helen Smith Serious Games
Page 15: Helen Smith Serious Games

Games for Change and Games for Good

1511.04.23

Increase capacity for social innovation?

Collaboration beyond the game in socially innovative practices?

Real engagement in issues around science & sustainability?

Page 16: Helen Smith Serious Games

1611.04.23

Young women & Serious Gaming

• Engaged as both creators and players of serious games?

• Are more motivated by the social aspects of science and technology?

• Increase in serious games that touch upon the social position of women?

Page 17: Helen Smith Serious Games

„ I foresee games that fix our educational systems... I foresee games that raise rates of democratic participation. I foresee games that tackle global scale problems like climate change and poverty. In short, I foresee games that augment our most essential human capabilities- to be happy, resilient, creative- and empower us to change the world in meaningful ways“

Jane McGonigal Why Games Make Us Better and How They Can Change the World (2011)

1711.04.23

Page 18: Helen Smith Serious Games

1811.04.23

Why are some of our young people fearful of taking intellectual risks?

*psychological disposition*a lack of cultural capital*the consequence of living in a risk averse culture

What might be the limitations of serious games?

Could you apply the same principles of game based learning to a non virtual environment with the same degree of success?

What place can serious games have in the future of educating our young people?

Page 19: Helen Smith Serious Games

Thank you for listening…

[email protected]

1911.04.23