2013 learningwith games_final

22
making learning irresistible Cathie Howe Professional Learning & Leadership Coordinator Manager, Macquarie ICT Innovations Centre LEARNING WITH GAMES

Upload: cathie-howe

Post on 18-Dec-2014

167 views

Category:

Education


0 download

DESCRIPTION

Presentation for PLANE: Games and learning TeachMeet

TRANSCRIPT

Page 1: 2013 learningwith games_final

making learning irresistible

Cathie Howe Professional Learning & Leadership Coordinator

Manager, Macquarie ICT Innovations Centre

LEARNING WITH GAMES

Page 2: 2013 learningwith games_final

Who Am I?

Professional Learning & Leadership Coordinator – NSWDEC, Northern Sydney

Manager, Macquarie ICT Innovations Centre –

a collaboration between NSWDEC and Macquarie University

http://about.me/cathiehowe

Page 3: 2013 learningwith games_final

What should learning look like?

Self-directed

Active

Goal orientated

Authentic

Interest driven

Just-in-time

Fun

Differentiated

Page 4: 2013 learningwith games_final

What could learning look like?

Maker Model

• Higher levels of thinking

• Creative /critical /divergent thinking

• Open-endedness • Group interaction • Variable pacing • Variety of learning • Debriefing • Freedom of choice

• Real problems • Real audiences • Real deadlines • Transformations (rather

than regurgitation) • Appropriate evaluation

• Abstractness • Complexity (inter

relationships) • Variety • Study of people • Study of methods of

inquiry

• Student centred • Independence valued • Agile • Open & accepting • Complex (rich variety of

resources, media, ideas, methods, tasks)

• Physical/virtual

Learning Environment Where students

learn

Content What students

learn

Process Thinking

processes used to learn

Product Result of learning

Page 5: 2013 learningwith games_final

Imagine having our students being so engaged in a

complex, goal orientated activity, that self-

consciousness disappears and time becomes

distorted and they do it, not for external rewards

but simply for the exhilaration of doing!

Page 6: 2013 learningwith games_final

Video Game Facts

In Australia:

92% households have a gaming device

95% homes with children <18 have a gaming device

47% of gamers are female

Average age of video game players is 32

57% of gamers play every day

88% of parents who play games, play with their children

Key Findings DA12 Bond University/iGEA

Page 7: 2013 learningwith games_final

Chris Swain Associate Research Professor

Video games are increasingly

recognised as becoming the

literacy of the 21st Century

Page 8: 2013 learningwith games_final

What do players attain through video games?

Positive Emotions Relationships Meaning Accomplishment

P.E.R.M.A Dr. Martin Seligman

Page 9: 2013 learningwith games_final

Problem solving skills &

negotiation

Narrative skills & transmedia

navigation

Judgement, analysis & strategic thinking

Communication skills & networking

Non–linear thinking patterns

Improved attention, vision &

cognition

What do we learn when we play, design & build games?

Page 10: 2013 learningwith games_final

What if schools implement a learning model that uses the intrinsic qualities of game design and play, to

reimagine what learning might look?

Would we harness greater human potential in creativity, participation and effort?

Games and Learning

Page 11: 2013 learningwith games_final

Core principles of how games work that can transform learning. They: 1. Create a need to know organising learning around solving

complex problems set in engaging contexts.

2. Offer a space of possibility through the design of rules for learners to tinker, explore, hypothesise and test assumptions.

3. Build opportunities for authority and expertise to be shared and distributed, i.e. learning is reciprocal among learners, mentors and teachers.

4. Support multiple overlapping pathways towards mastery

Professor Katie Salen

Reimagining learning through games

Page 12: 2013 learningwith games_final

Myth: Gamification is just about points

Amy Jo Kim http://www.globoforce.com/gfblog/2013/5-myths-about-gamification-everyone-should-know/

GAMIFICATION

• Competitive • Badges • Scoreboards • Pre-set goals • Status icons • Collections

• Social • Skill-based learning • Self-directed goals • Achievement based • Puzzle solving • “Epic wins”

Pointsification Ludification (Playfulness)

The first column contains many elements associated with gamifying but most of the real and engaging benefits of gamification come from the second column.

Page 13: 2013 learningwith games_final

active self-directed

goal orientated authentic

interest driven just-in-time

What if we immersed our students in designing games to tackle the world’s most urgent problems?

What would learning look like?

Photo by xJason.Rogersx’s

Do games have the power to solve the world’s problems?

Page 14: 2013 learningwith games_final

Foldit Solve puzzles for science through folding proteins

Foldit gamers solve an AIDS puzzle that baffled scientists for a decade. http://techland.time.com/2011/09/19/foldit-gamers-solve-aids-

puzzle-that-baffled-scientists-for-decade/

Do games have the power to solve the world’s problems?

Page 15: 2013 learningwith games_final

English

Science & technology

PDHPE

Metalanguage

Student direction

Explicit quality criteria

Reviewing games

English

Science & technology

Maths

PDHPE

Deep understanding

Higher order thinking

Metalanguage

Substantive communication

Engagement

Student direction

Social Support

Knowledge integration

Connectedness

Multimodal text

Computational Thinking

Systems Thinking

Critical Thinking

Building games

English

Science & Technology

Maths

PDHPE

Deep Understanding

Higher order thinking

Substantive communication

Metalanguage

Engagement

Student direction

Background knowledge

Knowledge integration

Design Thinking

Creative Thinking

Designing games

English Science &

technology Deep

understanding Engagement Higher order

thinking Metalanguage

Deconstructing games

English Metalanguage

Student direction

Crafting a backstory

Game Design Curriculum and QTF Links

Page 16: 2013 learningwith games_final

Students: • Pose own questions • Explore answers • Solve problems • Jointly construct and share

knowledge • Collaborate e.g. design

Inquiry learning allows students the opportunity to develop creative

solutions to open ended challenges, problems

and questions.

Pedagogical Implications: Inquiry Learning

Page 17: 2013 learningwith games_final

• creates the need to know

• authentic learning activities

• begins with a driving question - key to arousing curiosity

• engages and empowers students

• work autonomously (usually in groups)

• construct their own learning

• culminates in realistic, student created products

• Showcase product to wide audience

Project Based Learning (PBL)

Page 18: 2013 learningwith games_final

A narrative based online metagame teaching students to design and build using Microsoft Kodu Game Lab

WILL YOU SAVE US?

Example: Invasion of the Shadow Plague

Page 19: 2013 learningwith games_final

“What will it take to move classroom literacy practices and instruction into the 21st century?

It will take teachers who are skilled, excited, passionate about the effective use of ICT for teaching and learning.

It will take a curriculum that integrates new, exciting literacies and instruction.

It will take courageous and bold initiatives that include yet unimagined information and communication technologies and

these will result in the development of unimagined new literacies.”

Associate Professor Kaye Lowe

Page 20: 2013 learningwith games_final

Learning how to use technology is not enough; the heart of 21st century learning is about becoming a proficient and independent lifelong learner.

Game design offers a unique platform to address essential skills for learning:

• creativity and innovation • critical thinking, • iterative problem solving • communication, collaboration • information, media and ICT literacy

Shift thinking from that of a player to a designer.

Example: Game Design Boot Camps

deconstruct

review

design

prototype

iterate

Page 21: 2013 learningwith games_final

Summary: What learning environments should look like

Interactive

Provide ongoing feedback

Grab and sustain attention

Have appropriate and adaptive levels of challenge

Multiple pathways to success

Agile

Page 22: 2013 learningwith games_final

[email protected]

http://au.linkedin.com/in/cathiehowe

@cathie_h

@macict

www.macict.edu.au

Macquarie ICT Innovations Centre Building C5B, Macquarie University NSW, 2109 Ph | 02 9850 4310 | [email protected]

Contact details