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ULearn 06 Workshop
Computer Games in Education
Trond Nilsen
Richard Green
Mick Grimley
Overview
• 10.30 – 10.50 - Introduction to Computer Games and Education
• 10.50 – 11.30 - Session 1 -Game genres and available tools for educators
• 11.30 – 11.45 Coffee Break• 11.45 – 12.15 Hands-on with games• 12.15 – 1.00 Session 2 – Game genres and
available tools for educators continued• 1.00 – 2.00 Lunch• 2.00 – 3.15 Session 3 - Building a game world• 3.15 – 3.30 Coffee Break• 3.30 – 4.00 Session 4 – Building a game world 2• 4.00 – 4.30 Final Discussion
Generation N or Net Generation
• Gaming is a way of life
• Last year video sales eclipsed the Hollywood box office gross
What is a Computer Game?
• It is a computerised model that we can interact with
• Games tend to be fun (not a chore)
• The main thing a game does is to teach us how to play it (this learning keeps players hooked)
• They tend to start of relatively simple and get more challenging (challenge:skill)
Games and Play
• From a very early age we learn from games and play from simulations (Playing mother, playing Dr) to drill and practice (colours, numbers, shapes)– We are engaged, attentive, enthusiastic
• But this is phased out in the early stages of education – We continue to play in our own time
• There becomes a rift between work and play• Games, Play, Computer Games
– dirty words in education and the classroom
Some Benefits of Digital Game Based Learning (DGBL)
• Engagement/motivation/persistence• Active and interactive (constructivist)• Instant feedback• Encourage participation (safe environment)• Require the player to make decisions and to work
towards a goal• Customized learning experiences to the individual• Usually involve a social network akin to an educational
community of practice• Promote long term memory and learning transfer • Students expect digital (Net N)
Who?
• Diverse learners – But all learners can reap the benefits
Issues
• A distraction from learning• Teacher/Educationalists attitudes• Violence• Practicalities
– Development of appropriate games– Curriculum content– Tools for teachers– Hardware
• Gender differences• Competition• Duration of play
Educational Integration
• Creating/building games
• Integration of commercial games into the curriculum
• Critiquing games
• Immersive multi-player virtual environments
Some Interactive Learning Techniques used in DGBL
• Practice and feedback – Drill style games, useful for learning facts
• Learning by doing – Many games inc exploration, discovery, problem solving
• Trial and error– players move forward until a mistake is made then start again
• Goal-oriented learning– Related to how to do something and motivates learners to
overcome failures
• Discovery and guided discovery– Associated with adventure games and involve problem solving
Some Interactive Learning Techniques used in DGBL 2
• Task based learning– Involves learners solving tasks or problems that build
on each other and increase in difficulty
• Question led learning– Usually connected with quiz games
• Role playing– Promotes reflection as these types of games usually
move a little slower
• Coaching– Assistance is provided to help solve problems and
move through the game
Some Interactive Learning Techniques used in DGBL 3
• Intelligent tutoring– Specific feedback can be given based on
student errors
• Mastery learning– Games can be built which rely on a player
reaching a certain competency level before being allowed to move on
• Constructivist learning– Most games build on constructivist techniques
Assessment
• Games were made to keep score– But beware of making them chores