Is Computer Gaming the new ICT to be integrated into school curriculum?

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Zagami, J. (2014, October). Is computer gaming the new ICT to be integrated into school curriculum?. Paper presented at the Australian Council for Computers in Education Conference, Adelaide, Australia. Retrieved from http://acec2014.acce.edu.au/sites/2014/files/attachments/ACEC2014%20Is%20Computer%20Gaming%20the%20new%20ICT %20to%20be%20integrated%20into%20school%20curriculum.docx Just as the integration of ICT into the curriculum took time and faced initial obstacles, so too does the integration of computer games into the curriculum. Emerging from a mixed methods research project focusing on learning and teaching with digital games in Australian classrooms, four distinct approaches to educational games are developed: Game Play as a process, Game Building as a process, Game Play as a context, and Game Building as a context. The SAMR model was applied to consider these as progressive adoptions of computer gaming that achieve increasingly transformative learning processes. Then within the use of games as contexts for learning, a Secondary Worlds model was used to then consider these contexts at Philosophic, Epic and Naïve levels. Finally, the TPACK model was extended to include computer games as a GPACKS evaluation model of the appropriate use of computer games for various curriculum content, pedagogical approaches, and student gaming preferences.

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Is computer gaming the new ICT to be integrated into school

curriculum?

Dr Jason Zagamijason.zagami.info

LecturerGriffith University

School of Education and Professional StudiesGold Coast

Australian Council for Computers in Education

President

Editor Australian Educational Computing

Australian College of Educators

(Gold Coast Region) President

ADEApple Distinguished Educator

Google Certified Teacher

SAMRGame Play as a process (Substitution)

Game Building as a process (Augmentation)

Game Play as a context (Modification)

Game Building as a context (Redefinition)

Secondary Worlds

Subcreation

Philosophic

Epic

Naïve

Gamer TypesScientist 6% Politicians 22% Socialite 7% Habitualists 5% Strategists 32% Competitors 11% Collectivists 11% Soloist 5%

Gamer Taxonomy

Proactive Reactive

Intuitive

Diligent

TPACK

GPACK

Interested in more detail?Friday 11:30 am to 12:00 pm in Meeting Room 8

Secondary Worlds & Computer Gaming in Education

with specific examples in schools and teacher education

Griffith University

Dr Jason Zagami

www.zagami.info

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