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A keynote I gave at Animated Learning Conference in Viborg, Denmark.
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Why games in a classroom <> revolution
Santeri Koivisto
ceo, TeacherGaming LLC
What I’m about to say
My three top things when combining proper
games with the classroom:
Situation / context,
Sandbox &
Purpose.
Where these take us
and not forgetting examples!
IRL me & why I’m the one telling you this
Situation & Context
Demonstrability
Authenticity
Sandbox
Process focus
Work skills
Social skills
Teacher role
- facilitate
- resource
- example
- referee
Why it is a good thing that teachers don’t know how
to play games very well?
Why we don’t offer too much ready made content?
Business & Social impact = the pedagogy we promote
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=
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Game?
Let’s try to wrap
things together
through couple
notes and examples
So what do you need in order to use
your virtual classroom?
Basic understanding of the
game / environment mechanics.
The rest can be covered by students.
Time challenge
Can we compress a more complex
simulation / demonstration into 45
minutes with our virtual classroom?
A block in the game is one
cubic meter. There are one
meter long sticks in the
classroom.
Create our classroom in the
game and report its volume.
An Example
Build a classroom
What we learned?
Math
- volume stays inside
- choosing a tool / algorithm
- mathematical problem solving
Work skills
- planning (group)
- operations and organising
- evaluation and inspection
Social skills
- communication
- negotiation
- ‘teachable moments’
- group dynamics problem solving
(virtual environment)
Scaffolding
- from pairs to small groups
- one goal, set of goals, open goals
- dead ends (more planning)
Another Example
The students know that they are learning
Can games increase interest in science / STEM?
n=12 120 from which 610 have been involved in aerospace industry
Can games solve the skills shortage in tech industry?