This document summarizes a workshop on game making for learning using the MAGICAL project. The workshop included an introduction to how games can support learning, an overview of the MAGICAL project which explores using game making to teach soft skills, and a demonstration of the Magos Lite game making platform. Attendees then planned game making experiences and resources from the project were shared, including the game making platform, educational games library and pedagogical planning tools.
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Gapmet workshop final
1. Game Making for Learning
a MAGICAL workshop
Jeffrey Earp (ITD-CNR)
GAPMET - Athens, GR
08/03/2013
2. Todays activities
a quick look at games & learning
intro to the MAGICAL project
integrating game making in teaching
interactive demo of Magos Lite platform
making & playing Magos games
planning our game making experiences
08/03/2014 MAGICAL workshop GAPMET, Athens 2
3. What do games offer for learning?
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Engagement
Action Play
08/03/2014 MAGICAL workshop GAPMET, Athens
4. 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
GBL principles - James Paul Gee, 2011
MAGICAL workshop GAPMET, Athens
08/03/2014
5. GBL
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is integration of games or gaming
mechanics into educational
experiences
involves a number of important soft skills (that)
schools strive for students to acquire:
collaboration, problem solving,
communication, critical thinking,
and digital literacy.
Horizon Report 2012 K-12
MAGICAL 08/03/2014 workshop GAPMET, Athens
6. Popular game types
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Commerical off-the-shelf games (COTS)
Massively Multiplayer Online Role-playing
Games (MMORPGs)
Serious Games
Educational games
MAGICAL 08/03/2014 workshop GAPMET, Athens
7. Some game genres & learning
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Adventure Problem-solving, lateral thinking, creativity
Platform Motor skills, problem-solving, spatial skills
Puzzle Literacy, numeracy, logic, memory, application of skills
Quiz Facts, recall
Role playing Decision-making, empathy, critical thinking, attitudes
Sandbox Design, creativity, collaboration
Shooter Strategic thinking, working under pressure, timing
Strategy Time management, planning, strategizing
MAGICAL 08/03/2014 workshop GAPMET, Athens
9. MAGICAL snapshot
What? game making for learning and transversal skills
When? 1 Jan. 2012 01 Oct. 2014 (33 months)
How? EU Longlife Learning Progamme KA3 (ICT)
Who? Institute for Education Technology, CNR (IT)
Tampere University of Technology - TUT (FI)
Manchester Metropolitan University (UK)
Katholieke Universiteit Leuven (BE)
MAGICAL 08/03/2014 workshop GAPMET, Athens
10. Main project objectives
Investigate collaborative game making as a
student-centred, hands-on approach to learning
Examine how it supports soft skills: collaboration,
problem-solving, creativity, ICT literacy
Implement game-making environments & activities
Support broader uptake of collaborative game
making in education
MAGICAL 08/03/2014 workshop GAPMET, Athens
11. Target populations
Primary school students
Student teachers
In-service teachers
Staff dealing with special needs (SEN)
MAGICAL 08/03/2014 workshop GAPMET, Athens
12. Core activities
develop MAGOS (Lite) platform
run teacher training courses (BE, FI, IT, UK)
run classroom experiments (BE, FI, IT, UK)
gather & analyse data/results
trial in non-consortium country (GR)
refine outputs for transfer
disseminate & support uptake
MAGICAL 08/03/2014 workshop GAPMET, Athens
13. Core outputs
Magos (Lite) game making-platform
Library of game making environments
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
MAGICAL 08/03/2014 workshop GAPMET, Athens
14. Library of Game Making
Environments for Learners
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15. integrating GBL in teaching
Some key concerns
Place and integration in the curriculum
Planning & organisation
what game/s
access to and management of digital environment
design and steps of learning unit
activities in/out of class, school/home
assessment
etc.
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16. Implementing GBL
So what about the digital game environment?
Adopt existing games
entertainment or educational
off-the-shelf or modified
Create new games
teacher-created or student created
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22. MAGICAL website http://www.magical-project.net/
Pedagogical Planner http://www.magical.itd.cnr.it/
Library of Game Making Environments
for Learners
http://amc.pori.tut.fi/game-building-tools
MAGICAL bibliography on Mendeley http://www.mendeley.com/groups/193239
1/magical-collaborative-game-design-for-learning/
Scoop.It! curated game making feed http://www.scoop.it/t/game-making-and-learning
our mailing list magical-gapmet@itd.cnr.it
my email jeff@itd.cnr.it
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MAGICAL links
MAGICAL 08/03/2014 workshop GAPMET, Athens
#4: Action many games embody active learning principles
Collaboration, problem-solving, experiential learning, principles of feedback and scaffolding, ability to practice
These arent unique to games, but a way of getting active learning principles in through the back door
Engagement a lot of these techniques are used in gamification
Goals, rules, challenge, rewards, points, leaderboards/competition, collection, curiosity/mystery
Wont appeal to everyone, can be disengaging as well, has to be well thought out
Play educational games dont have to be serious
For me, playfulness is the key aspect, the idea of the magic circle that allows people safe spaces in which to make mistakes, use of fantastic environment, narrative and storytelling, playing on the emotions, giving students agency to make decisions
#6: The use of games to enhance, support or facilitate learning
Can be in formal or informal contexts
Not limited to playing games
Not limited to high-end games
Not limited to digital games
Not limited to schools/training
Not simply simulations/virtual worlds