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Using games in the classroom
Transcript of Using games in the classroom
They provide spaces for competition and for socialization (Nardi, 2010). Finally, they are complex sociotechnological objects that depend on user interaction to achieve meaning Digital Games Digital Games Nardi, B. (2010). My life as a Night Elf Priest: An anthropological account of World of Warcraft. Ann Arbor: University of Michigan Press. Ebert, R. (2010). Video games can never be art. Roger Ebert’s Journal. News. Retrieved from http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art. html always simulate an experience
demand problem solving
can be competitive/social
demand meaning making Digital Games What games do for classroom
experiences of students ... Jane McGonagal
(Institute for the future) Scholars have discussed games in regard to the acquisition of knowledge, identity and performance, representation of self and relationships between games and their players for over decades. (Castronova, 2005; Chee, Vieta, & Smith, 2006; Ondrejka, 2006; Taylor, 2006; Williams, Yee, & Caplan, 2008). Games are well studied Piaget, 1962) suggests that games have important implications for children’s, and especially boys,’ social and cognitive development and that one of the functions of childhood games is to practice working with rules and self-discipline, which ultimately underpin social order. Games are well studied Where does the playground end? are these things connected? Do games help merge or blur real and unreal problems though play and social interaction online? Performance before competency How games work Competency before performance How schools work This may well mean that how kids
growing up in game-worlds are
learning in the opposite way to
their teachers. No licence required. Action games - these can be subcategorised into shooting games, ‘platform’ games (so called because the players’ characters move between on- screen platforms) and other types of games that are reaction-based Types of games Adventure games - in most adventure games, the player solves a number of logic puzzles (with no time constraints) in order to progress through some described virtual world Fighting games - these involve fighting computer-controlled characters, or those controlled by other players Puzzle games – moving shapes, objects or other artefacts to complete a pattern or routine
e.g. Tetris Role-playing games - where the human players assume the characteristics of some person or creature type, e.g. elf or wizard Simulations - where the player has to succeed within some simplified recreation of a place or situation e.g. mayor of a city, controlling financial outlay and building works Sports games – where the player participates with skills associated with those sports e.g. soccer, cricket or ice-hockey Strategy games - such as commanding armies within recreations of historical battles and wars Hybrids – part game, part open world. Players create own goals to create "things" from the core mechanic of the game. What comes out of games? Kirriemuir (2002) found it was difficult for teachers to identify quickly how a particular game was relevant to some component of the statutory curriculum, as well as the accuracy and appropriateness of the content within the game. TROUBLE! The Quest: Save the world!
The Importance: why it matters!
The Steps: What I want you to do
The Goal: How do you know you completed it?
The Reward: What do I get from this? The game-lesson-plan Games and lesson plans can be designed with the same elements.
Uncertainty can be stressful, but the right amount can be exciting.
Complex games have complex problems. All repeating of tasks. Kids imagine their play, they often begin to take on the roles and identities of who they are imitating. They eventually learn that there are rules that come with roles, i.e., white hat cowboys don’t rustle horses. This means they imitate you, so try to be imaginative in how you present learning too. ... or the rules are made up for new variations as they play—as in, “No, you can’t do that. You are the student, I’m the teacher (BAD rule) “, or “I want you to turn the submarine into a spaceship.” (Great Rule). 1. Information Literacy
2. Media Literacy
3. Digital Literacy
4. Network Literacy Digital Games are a literacy that
span the 21st Century skills ... http://www.techlearning.com/ A wicked problem for teachers Decisions teachers' make on how
the teacher are largely determined
by the limits of formal curricula
and their own personal belief
about teaching ... and understanding
beliefs. It is not surprising that digital games represent largely unexplored territory in the classroom. kids learn like this and kids learn like this Dean Groom, 2011