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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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2:30

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Is computer gaming the new ICT to be integrated into school

curriculum?

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Dr Jason Zagamijason.zagami.info

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LecturerGriffith University

School of Education and Professional StudiesGold Coast

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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

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SAMRGame Play as a process (Substitution)

Game Building as a process (Augmentation)

Game Play as a context (Modification)

Game Building as a context (Redefinition)

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Secondary Worlds

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Subcreation

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Philosophic

Epic

Naïve

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

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Gamer Taxonomy

Proactive Reactive

Intuitive

Diligent

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TPACK

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GPACK

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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

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Griffith University

Dr Jason Zagami

www.zagami.info