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

   Digital immigrants         Digital Natives (Prensky
                                2001)
   Teaching styles
                               Learning styles (Becker
   Formal learning             2006)
   Surface Learning           Informal learning
   Extrinsic motivation       Deep learning
   Direct instruction         Intrinsic motivation
   Linear modes               Inductive teaching style

                               Inclusive, collaborative

                                modes
  No single theory, different ways of learning & teaching
In a nutshell (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 tenets
   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 (jargon included) & Tools
MUVEs & MMORPGS
     Multi-User Virtual Environments
     Massive Multi-user Online Role Play Games
     Add the 3d Component ( 2D  cards, chess)
       Users
            evolve through an avatar (presence)
    Interact with the environment & often with other

MUVEs avatars                MMORPGs
Freedom                             Objectives, rules and rewards
Social (Special Interest Groups =   Competitive (individual, teams, guilds)
SIGs)
Creative

     Creative Communities of Practice
Some MMORPGs used in Edu
   MinecraftEdu widely used in
    primary, secondary
   SecondLife soft and hard sciences
   WoW Both Secondary & Higher Ed
   Atlantis Remixed 9-16 y-o
   Civilization V
Gees 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  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?  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 Thornes 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.
Second Life Platform
   3d MUVE, not a game
   Role Play is more than half of users activities
   Artists also promote their work
   Learning Higher Ed for simulation
   Language learning - CoPs & Slanguages
    symposium
     Edunation, Virtlantis, Cypris Chat, Instituto
      espa単ol, etc
     Simulation, explorations and treasure hunts

     French FL and VUW language program
VUW languages  Aims of
project
Pedagogical principles
Various Activities  levels of
competence
    Explorations, interviews, treasure hunts,
    Set lessons directed by the course outline
Student Impressions (survey)
Recommendations
Questions ?
   Edith.paillat@vuw.ac.nz

More Related Content

SLALS526_MUVEs

  • 1. SERIOUS GAMING 4 SERIOUS LEARNING Bridging the gap?
  • 2. What bridges? Digital immigrants Digital Natives (Prensky 2001) Teaching styles Learning styles (Becker Formal learning 2006) Surface Learning Informal learning Extrinsic motivation Deep learning Direct instruction Intrinsic motivation Linear modes Inductive teaching style Inclusive, collaborative modes No single theory, different ways of learning & teaching
  • 3. In a nutshell (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
  • 4. The situated perspective tenets 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 (jargon included) & Tools
  • 5. MUVEs & MMORPGS Multi-User Virtual Environments Massive Multi-user Online Role Play Games Add the 3d Component ( 2D cards, chess) Users evolve through an avatar (presence) Interact with the environment & often with other MUVEs avatars MMORPGs Freedom Objectives, rules and rewards Social (Special Interest Groups = Competitive (individual, teams, guilds) SIGs) Creative Creative Communities of Practice
  • 6. Some MMORPGs used in Edu MinecraftEdu widely used in primary, secondary SecondLife soft and hard sciences WoW Both Secondary & Higher Ed Atlantis Remixed 9-16 y-o Civilization V
  • 7. Gees 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 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)
  • 8. Challenges for educators Opportunity or disruption? 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 Thornes IATEFL 2012 Keynote Read this post of teacher of German using WoW
  • 9. 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.
  • 10. Second Life Platform 3d MUVE, not a game Role Play is more than half of users activities Artists also promote their work Learning Higher Ed for simulation Language learning - CoPs & Slanguages symposium Edunation, Virtlantis, Cypris Chat, Instituto espa単ol, etc Simulation, explorations and treasure hunts French FL and VUW language program
  • 11. VUW languages Aims of project
  • 13. Various Activities levels of competence Explorations, interviews, treasure hunts, Set lessons directed by the course outline
  • 16. Questions ? Edith.paillat@vuw.ac.nz