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Matthew Bates, Aoife Breheny, David Brown, Andy Burton and Penny Standen Using a blended pedagogical framework to guide the applications of games in non-formal contexts Interactive Technologies and Games (ITAG) Conference 2014 Health, Disability and Education Dates: Thursday 16 October 2014 - Friday 17 October 2014 Location: The Council House, NG1 2DT, Nottingham, UK
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Using a blended pedagogical framework to guide the
applications of games in non-formal contexts
Matthew Bates, David Brown, Andy Burton, NTU, UK
Aoife Breheny, The Integration Centre, Ireland
Penny Standen, The University of Nottingham, UK
•Introduce RISE project and output
•Rationale of handbook and pedagogical framework
•Discuss implementation within RISE
•Outline results of piloting
Plan
RISE Project
• Refugee Interactive Skills for Employment
• aims to remove gaps in key competencies
• that are creating barriers to employment
• for refugees in the UK, Germany and Ireland
• via the provision of a focussed curriculum
• and accompanying learning materials
To address gaps in key competencies, including:
1) vocational language and digital competencies
2) cross-cultural communication skills
3) ensuring learning resources, content and
narrative are useful, meaningful and effective
4) scoping this content, testing and piloting with
users and stakeholders.
Project Objectives
Language IT Skills Work
Preparation
UK Work Culture and
Codes of Conduct
Service Orientation
Rights and Responsibilities
Curriculum Areas
Goal: Transfer of Innovation
- focus on awareness of health and safety info and protocol
- rights and responsibilities within the workplace
Game 1: Risky Business
- focus on job-seeking preparation
- intercultural communication (both verbal and non-verbal)
- developing confidence as a job-seeker
Game 2: Interview Expert
- focus on formal written language communication
- familiarisation with vocational terminology
Game 3: Email Know How
- focus on awareness of workplace rights and responsibilities
- access to services and correlates to the following modules
Game 4: Getting There
Rationale for Handbook
• Need-analysis uncovered several barriers to success:
- Target users have varying levels of literacy
- Range of experiences with service orientation
- Issues with inter-cultural communication
- Range of digital competencies and experiences with games
• Variety of resources (4 games, 6 curriculum modules)
• Non-prescriptive: flexible approach to delivery intended
• Guidance required for adoption of resources
Solution
• Minocha (2009) presents several considerations
for the successful adoption of ‘social software’ initiatives
• Derived 4 factors or ‘dimensions’ that positively influence
and facilitate the adoption of such software
• Focus on challenges that social software initiatives may face
• RISE: Continued theme of ‘transfer of innovation’
• Looked at application within previous projects (ViPi)
ViPi Project (2013) • Required Trainer Handbook
“Pedagogical framework” for RISE
• Based on work Minocha (2009)
• 12 primary considerations
• Considered “directives”
• Organised into dimensions:
- Educational
- Social
- Organisational
- Technical
Transfer to RISE Project
Transfer to RISE Project
• 17 page document organised into:
- Glossary of terms
- Description of games and resources
- Summary of how games correlate with curriculum modules
- Pedagogical framework (four dimensions)
• Extension of Vipi handbook = 16 directives (considerations)
- Based on results of needs-analysis
- Organised using Minocha’s four dimension framework
Purpose of Trainers Handbook
1. To make trainers/tutors fully aware of the blended learning
approach of the RISE project
2. To provide guidance on how to utilise the curriculum and
the interactive games in conjunction with one another to
maximise the learning content
3. To provide a cohesive structure to the delivery of the
content of the curriculum together with the learning of the
interactive games.
4. To provide instruction as to the technical application of the
games and adaptability/ modification of content by
trainers/tutors
Piloting Research
• Piloting was undertaken across Germany, UK and Ireland
with migrant support centre/language coordinators and
target user group members
• Total of 25 participants took part in piloting in various
formats who had same profile as participants in initial
research stage of RISE project
• Trainers documented their progress, issues encountered,
methods of combined delivery of the resources and benefits
of Trainers’ Handbook
• Resources and handbook amended based on feedback of
participants and trainers
Pedagogical Dimensions
Educational
•Found during piloting that the content of the lesson plans
combined with the content of the games when used in
conjunction with another were most effective.
•Developing awareness of CV skills and interview skills can be
introduced by one resource and reinforced by another –
generating discussion and promoting group work. Cultural
awareness/nuances also.
•Independent research encouraged through the embedded
links in games and info in lesson plans, particularly in terms of
rights & responsibilities info and general orientation.
Organisational
•It was found that the curriculum can be used in a flexible,
supplemental fashion, providing an alternative means to
support established curriculum materials.
UK Trainer:
•‘The games, and equally importantly the written curriculum
are an excellent, innovative way to engage individuals who are
often isolated. As a trainer I am always searching for resources
that guide and provide information in an interesting way. The
whole package can be used in a flexible ‘dip in’ approach that
suits my students.’
Pedagogical Dimensions
Social
•The lesson plan activities which require pair/group work and
role play promote co-discovery learning
•Consistent levels of co-discovery and a positive group
dynamic was reported by Irish, German and UK pilot groups
•It was found that including excursions to reinforce learning
would be beneficial –services engagement
Technical
•It was found during piloting that access and admin rights
must be established prior to installation of the games and use
of the resources to ensure smooth delivery of resources.
Pedagogical Dimensions
• RISE project has produced a variety of teaching resources
• Non-formal context requires flexible approach to delivery
• Handbook encourages full exploitation of resources
• Further considerations:
- Trainees in a state of ‘transition’ (nature of target group)
- How can trainers prepare for unpredictable attendance?
- Handbook provides directives for ‘best practice’
Conclusions
References
• Bates, M., Brown., D., Breheny, A., Beozzo, M. and Lewis, J. (2013). "The role of
participatory design methods in working with refugees to co-develop games for
learning". Paper presented at Interactive Technologies and Games (ITAG), October
2013, Nottingham, UK.
• Minocha, S. (2009). "A Study on the effective use of social software by further and
higher education in the UK to support student learning and engagement" [Online].
Available at: http://www.jisc.ac.uk/whatwedo/projects/socialsoftware08.aspx [Accessed
June 2014].
• Standen, P, and Burton, A. (2013). "The ViPi Educational and Pedagogical Framework
Final Version". Available at: http://www.vipi-project.eu/wp-content/uploads/ [Accessed
June 2014].
• McGinnity, F., Quinn, E., Kingston, G. and O’Connell, P. (2013). "Annual monitoring
report on integration 2013", Economic and Social Research Institute (ESRI). Available
at: http://www.integrationcentre.ie/ [Accessed June 2014].
• Breheny, A., McCafferty, I. and Gilmartin, H. (2013). "RISE project research, partner
county analysis (Ireland)" [Online]. Available at: http://rise-project.eu/analysis/
[Accessed June 2014].