The document discusses learner collaboration in digital game making. It describes a project called MAGICAL that aims to investigate how collaborative game making can foster learning of soft skills. The project will develop a game authoring environment called MAGOS that allows groups of 1-4 students to collaboratively create games. MAGICAL will also provide educational games, pedagogical tools and guidance for teachers to support adoption of collaborative game making in classrooms.
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Learner Collaboration in Digital Game Making - an Emerging Trend
1. Learner Collaboration in Digital
Game Making - an Emerging Trend
Jeffrey Earp - Institute for Educational Technology, CNR Italy
- Francesca M. Dagnino ITD-CNR, IT
- Carita Kiili & Kristian Kiili - Tampere University of Technology, FI
- Nicola Whitton - Manchester Metropolitan University, UK
Genova, 7-9 March, 2013
ATEE Winter Conference
2. games are funand valuable
Lens for analysing & understanding
learning and learning (principles)
Means for fostering and enriching learning
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3. analysing & understanding
learning (principles)
James Paul Gees 36 Learning Principles (2003)
1 - Active, Critical Learning Principle (doing and reflecting)
2 - Design Principle (appreciating good design)
3 - 35 - .a heap of other stuff.
36 - Insider Principle (helping others and modifying games)
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4. well-ordered problems connecting play & learning
good tools cycle of expertise
clear goals narrative immersion
safe failure multiple learning paths
learn by doing learning transfer
feedback & assessment Design thinking
Teaching as Designing
12/13 ways games teach: J.P.Gee - Huffington Post 21/04/11
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5. fostering & enriching learning:
Game Based Learning
integration of games or gaming mechanics into
educational experiences Horizon Report 2012 K-12
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6. fostering & enriching learning
Game-based learning reflects a
number of important soft skills
schools strive for students to
acquire: collaboration,
problem solving,
communication, critical
thinking, and digital literacy.
Horizon Report 2012 K-12
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9. MAGICAL snapshot
What? learning through collaborative game making
When? January 2012 April 2014 (27 months)
How? EACEA LLP KA3 (ICT) Multilateral Projects
- Institute for Education Technology, CNR (IT)
- Tampere University of Technology - TUT (FI)
Who?
- Manchester Metropolitan University (UK)
- Katholieke Universiteit Leuven (BE)
Media & Learning Conference, Brussels
15/11/2012
10. Main project objectives
Propose collaborative game making as a student-
centred, hands-on approach to learning
Investigate how it supports soft skills: collaboration,
creativity, problem-solving and digital literacy
Design and implement a fun, game-based
environment for building games in groups
Support broader uptake of collaborative game making
in education
08/03/2013 ATEE Winter Conference, Genova
11. Target populations
Students in primary & lower-secondary
school
plus
Student teachers and in-service teachers
Staff in social services dealing with special
needs
08/03/2013 ATEE Winter Conference, Genova
12. Core outputs
MAGOS game authoring environment
Set of ready-to-go educational games
Pedagogical planning tool
Set of reusable pedagogical plans
Guide for classroom practice
Toolkit for teacher/educator training courses
08/03/2013 ATEE Winter Conference, Genova
13. Main phases
development of MAGOS environment underway
short teacher training courses underway
classroom experiments winter / spring
analysis of training & experiment
spring / summer
results
validation of outputs (Greece) summer
08/03/2013 ATEE Winter Conference, Genova
14. MAGOS a collaborative
game making environment
1-4 users can create a game
simultaneously
users create with magic spells
they can swap: level design;
physics; audio-visual; user
experience
platform, puzzle, racing and
roleplay/adventure games
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22. MAGOS a collaborative
game making environment
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23. MAGOS
1-4 users can create a game
simultaneously
games are created with magic
spells that users can swap
level design spells
physics spells
audio-visual spells
user experience spells
Media & Learning Conference, Brussels
3/12/2013 23
#24: (features derived from platform, puzzle, racing and roleplay/adventure games are included).
#25: push two hydrogen atoms together to form h2 -> push h2 molecule together with oxygen atom to form water (h20).2) push water to fire in order to put out the fire SOKOBAN
#26: Sometimes it is hard to generate ideas for the gameTeachers would like to direct students attention to certain learning themeCame should not always need to be educational design process itself is the learning situation