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SERIOUS GAMING 4
SERIOUS LEARNING
Bridging the gap?
What bridge?

? Digital immigrants & Digital
  Natives(Prensky, 2001)
? Teaching styles & learning styles (Becker 2006)

? Formal learning and informal learning

? Surface Learning & deep learning

? Students¡¯ Intrinsic & extrinsic motivation

? Direct instruction & Inductive teaching style

? Linear modes & inclusive, collaborative modes

No single theory, different ways of learning &
teaching
Behaviourist Model of gaming
?   Behaviouristic = repetitive associations to
    contiguous stimuli (pattern) for reinforcement
    ? Logical presentation of content
    ? Requirement of overt responses

    ? Feedback right/wrong and optional score

?   Consolidates grammar, vocabulary, spelling
?   Often disconnected from learning experience
?   See MingoVille (5-13 y-o) ¨C Sequitur, Hotpotatoes
?   Precursor of digital games (reinforcement ¨C
    PC=tutor)
?   Little interaction & reflection on learning
Cognitivist/Constructivist
Models
?   Cognitivist tenets are
    ? Symbol manipulation and transformation
    ? Direct instruction and practice (behaviorism)

?   Constructivist tenets are:
    ? Puzzlement is stimulus for learning
    ? Interaction with the environment/task problem
    ? Social negotiation with others
    ? Personal evaluation and scaffolded reflection to solve
      problems and advance knowledge
    (hunts, murder mysteries, simulations)
Some MMORPG used in (socio) constructivist
approaches:
    , The Sims 3 , (9-16)
In a nut shell (Jonnassen, Wilson &
    grabinger, 1993)


    Behaviourist game design       Constructivist game design

?   No extraneous information      ?   Natural complexity and
                                       content of language
?   Simplifies comprehensibility
                                   ?   Avoids oversimplification
?   Reconstructs/replicates
    knowledge                      ?   Present multiple
                                       representation /
?   Abstracts instruction              perspectives
    experience                     ?   Real world contexts
?   Focuses on acquiring skills    ?   Engages reflective
?   Prescriptive sequences of          practice
    instruction                    ?   Offer open learning
?   Supports individual learning       environments
The situated perspective
?   Knowledge not an object, memory not a location
?   Social interaction and negotiation in new
    situations
?   Learning happens in authentic contexts
?   Bridges the artificiality of classroom learning to
    real-life situations
?   Knowledge construction through participation
?   In given communities with specific
    ? Culture,   Language & Tools
Games characteristics
(Prensky, 2001)

?   Goals and objectives
?   Rules
?   Conflict, competition, challenge and opposition
?   Interaction
?   Outcome and feedback
?   The representation of a story
?   Some games and virtual environments used in
    education
    ?   MinecraftEdu, (widely used in primary, secondary
        education)
    ?   SecondLife, (soft and hard sciences)
    ?   WoW (wow in Schools wiki)
    ?   Atlantis Remixed (9-16 y-o)
    ?   Civilization V
Gee¡¯s Affordances (foreword in Reinders
2012)

A good game design include:
? Well-ordered problems

? Tools (and other players) to solve problems

? Learning by negotiating, building, sharing,

? Copious feedback to prepare for next stages, higher
  level
? Next stages have new challenges (ZPD ¨C cycle of
  expertise)
? Playing & Learning through social interaction and
  mentoring
? Two way narratives

? Reach standards in different ways

? Easy design so gamers can become designers

(See Jonassen 1994)
Challenges for educators
?   Opportunity or disruption? ¨C mechanics of
    gameplay
?   Learning to play versus learning language
?   Requirements (hardware and human
    resources, time)
?   Institutional buy-in
?   Curriculum Integration (alignment goals-
    assessment)
    ?   feedback, on-going assessment, formative vs
        summative
?    Needs more research & practice, check
    livebinders
?   See Stephen Thorne¡¯s IATEFL 2012 Keynote
?   Read this post of teacher of German using WoW
Further Readings:
?   Becker, K., (2006) Games and Learning Styles, Academia.Edu [online]
?   Brown, J.S., Collins, A. & Duguid, S. (1989). Situated cognition and the culture
    of learning. Educational Researcher, 18(1), 32-42.
?   Jonassen, D.H., Wilson, B.G., Wang, S., & Grabinger, R.S. (1993).
    Constructivist uses of expert systems to support learning. Journal of Computer-
    Based Instruction, 20(3), 86-94.
?   Kkorthagen F.A.J., (2010) Situate Learning Theory and the Pedagogy of
    Teacher Education: Towards an integrative View of Teacher Behaviour and
    Teacher Learning. Teaching and Teacher Education, 26 (pp98-106) [online]
?   Lave, J., & Wenger, E., (1990). Situated Learning: Legitimate Peripheral
    Participation. Cambridge, UK: Cambridge University Press
?   Prensky M.,(2001) Digital Natives, Digital Immigrants. On the Horizon, MCB
    University Press, Vol. 9 No. 5, October 2001
?   Reeve J. K. (2010) . Constructivism and Its Application to Game-Based
    Learning [online]
?   Reinders, H. (2012) Digital Games in Language Learning and Teaching, New
    Language Learning & Teaching Environments. Basingtoke, England: Palgrave
    MacMillan
?   Young, F. Y. (1993). Instructional Design for Situated Learning. Educational
    Technology Research and Development, 41 (1), 43-57.

More Related Content

Serious gaming serious learning

  • 1. SERIOUS GAMING 4 SERIOUS LEARNING Bridging the gap?
  • 2. What bridge? ? Digital immigrants & Digital Natives(Prensky, 2001) ? Teaching styles & learning styles (Becker 2006) ? Formal learning and informal learning ? Surface Learning & deep learning ? Students¡¯ Intrinsic & extrinsic motivation ? Direct instruction & Inductive teaching style ? Linear modes & inclusive, collaborative modes No single theory, different ways of learning & teaching
  • 3. Behaviourist Model of gaming ? Behaviouristic = repetitive associations to contiguous stimuli (pattern) for reinforcement ? Logical presentation of content ? Requirement of overt responses ? Feedback right/wrong and optional score ? Consolidates grammar, vocabulary, spelling ? Often disconnected from learning experience ? See MingoVille (5-13 y-o) ¨C Sequitur, Hotpotatoes ? Precursor of digital games (reinforcement ¨C PC=tutor) ? Little interaction & reflection on learning
  • 4. Cognitivist/Constructivist Models ? Cognitivist tenets are ? Symbol manipulation and transformation ? Direct instruction and practice (behaviorism) ? Constructivist tenets are: ? Puzzlement is stimulus for learning ? Interaction with the environment/task problem ? Social negotiation with others ? Personal evaluation and scaffolded reflection to solve problems and advance knowledge (hunts, murder mysteries, simulations) Some MMORPG used in (socio) constructivist approaches: , The Sims 3 , (9-16)
  • 5. In a nut shell (Jonnassen, Wilson & grabinger, 1993) Behaviourist game design Constructivist game design ? No extraneous information ? Natural complexity and content of language ? Simplifies comprehensibility ? Avoids oversimplification ? Reconstructs/replicates knowledge ? Present multiple representation / ? Abstracts instruction perspectives experience ? Real world contexts ? Focuses on acquiring skills ? Engages reflective ? Prescriptive sequences of practice instruction ? Offer open learning ? Supports individual learning environments
  • 6. The situated perspective ? Knowledge not an object, memory not a location ? Social interaction and negotiation in new situations ? Learning happens in authentic contexts ? Bridges the artificiality of classroom learning to real-life situations ? Knowledge construction through participation ? In given communities with specific ? Culture, Language & Tools
  • 7. Games characteristics (Prensky, 2001) ? Goals and objectives ? Rules ? Conflict, competition, challenge and opposition ? Interaction ? Outcome and feedback ? The representation of a story ? Some games and virtual environments used in education ? MinecraftEdu, (widely used in primary, secondary education) ? SecondLife, (soft and hard sciences) ? WoW (wow in Schools wiki) ? Atlantis Remixed (9-16 y-o) ? Civilization V
  • 8. Gee¡¯s Affordances (foreword in Reinders 2012) A good game design include: ? Well-ordered problems ? Tools (and other players) to solve problems ? Learning by negotiating, building, sharing, ? Copious feedback to prepare for next stages, higher level ? Next stages have new challenges (ZPD ¨C cycle of expertise) ? Playing & Learning through social interaction and mentoring ? Two way narratives ? Reach standards in different ways ? Easy design so gamers can become designers (See Jonassen 1994)
  • 9. Challenges for educators ? Opportunity or disruption? ¨C mechanics of gameplay ? Learning to play versus learning language ? Requirements (hardware and human resources, time) ? Institutional buy-in ? Curriculum Integration (alignment goals- assessment) ? feedback, on-going assessment, formative vs summative ? Needs more research & practice, check livebinders ? See Stephen Thorne¡¯s IATEFL 2012 Keynote ? Read this post of teacher of German using WoW
  • 10. Further Readings: ? Becker, K., (2006) Games and Learning Styles, Academia.Edu [online] ? Brown, J.S., Collins, A. & Duguid, S. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42. ? Jonassen, D.H., Wilson, B.G., Wang, S., & Grabinger, R.S. (1993). Constructivist uses of expert systems to support learning. Journal of Computer- Based Instruction, 20(3), 86-94. ? Kkorthagen F.A.J., (2010) Situate Learning Theory and the Pedagogy of Teacher Education: Towards an integrative View of Teacher Behaviour and Teacher Learning. Teaching and Teacher Education, 26 (pp98-106) [online] ? Lave, J., & Wenger, E., (1990). Situated Learning: Legitimate Peripheral Participation. Cambridge, UK: Cambridge University Press ? Prensky M.,(2001) Digital Natives, Digital Immigrants. On the Horizon, MCB University Press, Vol. 9 No. 5, October 2001 ? Reeve J. K. (2010) . Constructivism and Its Application to Game-Based Learning [online] ? Reinders, H. (2012) Digital Games in Language Learning and Teaching, New Language Learning & Teaching Environments. Basingtoke, England: Palgrave MacMillan ? Young, F. Y. (1993). Instructional Design for Situated Learning. Educational Technology Research and Development, 41 (1), 43-57.