25

Game based learning

Embed Size (px)

DESCRIPTION

We compare our experience of computer games; I present some of the arguments in favour and against their place within education, together with a few case studies of their use.You develop a ‘classic’ computer game using Scratch, if possible within the context of your project.

Citation preview

  • 1.

2. The games we play 3. A brief history of computer games 4. 1958 tennis for two Brookhaven History 5. 1972 - Pong CC by-sa Marty Goldberg 6. 1970s - PLATO 7. 1980 - Pacman CC by-sa Gerardvschip 8. 1982 Sinclair Spectrum CC by Bill Bertram 9. 1996 - Playstation 10. 2004 - World of Warcraft CC by Juanpol 11. 2006 Nintendo DS lite CC by Havok & Estoy Aqu 12. 2010 - Kinect 13. Reflections and readings 14. Common features 15. And yet 16. Johnson, 2006

  • Non-linearity
  • Fractal
  • Reward
  • Probing
  • Telescoping

Games are fiendishly, sometimes maddeningly,hard Get kids learning without realizing that theyre learning Its notwhatyoure thinking about itsthe wayyoure thinking that matters 17. Gee, 2007

  • Game designers keep making long and challenging games and still manage to get them learned
  • 36 ways to learn a video game
  • The theories of learning one would infer from looking at schools today often comport poorly with the theory of learning in good video games

18. Buckingham, 2007

  • Pro
    • Self-directed
    • Collaborative
    • Generating hypotheses
    • Solving problems
    • Taking risks
  • Con
    • Representation
    • Commercial
    • Social power in communities
    • Selective presentation
    • Logistics
    • Equity
    • Transfer
    • Inadequate Evidence

19. Byron, 2008

  • Parental understanding
  • Context matters
  • Correlation not causation
  • Fact and fiction
  • Online safety
  • Classification

20. Williamson, 2009

  • Research
  • Persuasive medium
  • Constructionist
  • Skills practice
  • Media literacy
  • Practice
  • Motivation
  • Retro-fitting
  • Relevance
  • Learner ownership
  • Perception
  • Antisocial?

21. McGonigal, 2011

  • If the goal is truly compelling, and if the feedback is motivating enough, we will keep wrestling with the games limitationscreatively, sincerely, and enthusiasticallyfor a very long time
  • Gamification:
  • Levels
  • Experience points
  • Quests
  • Badges

22. Tim Rylands 23. Dawn Hallybone 24. Kevin McLaughlin 25. And Now

  • Develop a classic computer game using Scratch, if possible within the context of your project.
  • Upload your game to Blogfolio, together with your reflections.
  • Continue the development of your project, incorporating work from today s session if possible. Aim to have a development snapshot available for demonstration in the next session,2 ndDecember 2011
  • Read Williams and Kessler (1999), using this to help form your own reflections on how you and your partner have worked on your game.