iGBL 2012 - Thursday 7th June - WIT
Investment in schools in Scotland. Survey asked kids what they thought of IT. Microsoft office products. Kids saying that office isn’t the way to go when teaching IT but maybe learning how to create games.
Derek spoke about changing our perspectives. Do we need to change our perceptions?If we’re going to move forward we need to change perceptions and attitudes towards it in schools. It’s the elephant in the room. We haven’t made the progress that we’ve hoped for?!
Buckaroo was the game in his day and then one day someone brought in a Super Nintendo. He observed kids manipulating a range of 2d shapes, observing, testing, evaluating, perservering, success!
These kids were from the 'bottom' group. They were using their problem solving abilities to solve problems using the game console but not showing it in tests. He had thought that the problem was them! How could it be the teacher/curriculum. Made him think of the power of the game, context of the game.. allows them to exhibit skill levels that weren't around in school.
It’s all about cultural relevance, resonance,cache.
Semiotic Domains – What do video games can teach us about teaching and literacy? Games domain, School domain! He ended up working in all local authorities. Research based evidence, sold at cost price Nintendo 3ds. BRAIN TRAINING came along!
Dr Kawashima's Brain Training: How Old Is Your BrainLoads of games with question marks and he was seduced by the design of this learning tool. If this is doing this to a 38 year old man, what will it do to a primary school kids? He did a project in Dundee in 3 schools. He couldn't make huge claims about it because it was small scale. It ended up all over the press and all very positive.
Extended study – got funds in learning and teaching Scotland. University of Dundee and gathered some of the data. 19 notes of interest. 634 kids.
· Randomised control trail
· Stratified randomised sample
· Classes randomly allocated to one of two conditions
o Nintendo group for 9 weeks – 20-30 minutes
o Control group – no change to teacher’s normal routine
· Training session for teachers in Nintendo group
· Pre and post measures
· Old fashioned maths test
· Mental maths accuracy
· Time it took them to complete it
· 5-14 levels
· Mental Maths accuracy
The World of me!
Kids make progress in the games world without adult intervention!
The land of me is about being an explorer. We put this into school. · Contextualised learning. Letter writing, preparation for the visit, learning about important people.
· A positive learning community
· Enhance home school learning
· Bring in the parents as well.
If you can suspend the disbelief, you can bring ourselves everywhere!
Challenges that face GBL
1) The name…. (It’s about good tools for teaching and learning)
2) Glacial inexorable march of Habitus… (Pierre burdue) (education is like a huge glacier that moves forward)
3) Seduction and push of the ‘Next big thing’… (the DS that’s so yesterday! Real emphasis on the iPad)
Game-Based Mental Health Interventions
Mental health is the biggest problem that there is. Mental illness - Don’t receive the necessary treatment.
They don’t take their medication or go to the necessary professionals so it remains an issue for young people. Most mental disorders begin during youth and do not get treated and so gets worse.
There are ways of engaging children using games for psychotherapy. The young people who receive psychotherapy don’t receive it through their own choice. Many people are interested in computer games – obvious thing to get involved with.
Personal Investigator – something to be used in the treatment. Tried to start with therapeutic games and engage in the therapy. Build a relationship with the therapist. You will get better outcomes if the relationship is better – statistically.
Opening up the therapeutic space – introducing the 3rd party may reduce the tension.
Playwrite – adaptable games
Mental health area is riddled with standardised questionnaires. Amt of technology used in this area is pretty much zero. It is a tricky audience. Once the dialogues are built, they can distribute that quite easily.
Add your answers and step through. Pschotherapists spent a long time going through colours of the game,characters etc but a little education was given on rapid prototyping, doing something fast and change afterwards. This was alien to the mental health professionals.
10 games were produced afterwards. Pretty successful outcome. GNAT’s Island – Cognitive Behavioural game.
CBT game for children – recommended intervention for depression and anxiety. Bit of an open problem, thinking about your thinking don’t come naturally to children. Gary O’Reilly produced the initial game (UCD).Series of structured conversations, GNAT’s will sting you… negative automatic thought. This is the treatment and uses a manual that it can use at each stage.
Three studies – clinicians independent of the design team with 6 children. Child behaviour checklist, etc Over 200 therapists are now using this since the study started.
Magdalena – Maria Slowinska
Gamified Innovation: Investigating and Defining games for Creativity and its Application.
Innovation – fuzzy , unstructured but it is actually structured. Different characteristics. Make and create stuff,fuzzy (pole-star), discovery, eureka, breakthrough thinking,lateral thinking. Really think out of the box to really transform something.
Invention is not an innovation, it is a process, an idea that might be innovation.
Creativity is context dependent and can STEP towards innovation. Use of immaginvation or originate ideas to create something . H-creativity and P –creativity
Creativity 5 steps (1996,p.79) Csi….
Process of creativity, Innovation
Idea+invention+action/application = innovation.
Innovation + Gaming (Gartner, 2011)
The value of interdisciplinary innovation – Blackwell et al 2009 Radical innovation
21st Century skills – how to prepare students for the new global economy.
Learning and innovation skills
Information ,media and technology skills
Students would like to be taught – practical things and with friends… essential for innovation and creativity.
Clark Aldrich – innovation
Innovation and thinking tools – TRIZ, SIT ASIT USIT, PRIZM, IFR, TOOLS
Alter Anja Pahl (2011)
Game accessible, approachable, even kids can use… Alternate reality version. The Prizm game.
Gamification network for innovation first one in the UK, series of talks… to find out about how we use games.
Spreading the word: Using wikis and blogs within GBL activities
Tools that you would use to host a wider GBL activities.
Gaming is becoming the new ‘third place’. Has the potential to inspire community learning.
Multi-user domain, allowed the children to converse with each other by describing them. Moose Crossing – findings – driven by a peer expert, leader in this community environment. Sometimes when a child becomes lost in the GBL activity, they may not turn to the teacher but the person beside them.
Alternative Reality Game – Improved engagement through use of ‘game’… Moseley et al, 2008
Wiki as the social platform to converse and house their results. Results of their problem solving activity. ‘wiki-task unclear and unfair for ‘carrying’ poorer students.
Students have to take ownership, intrinsic motivation, they can see the value, the benefits and contributing to the activity. Out of their own initiative.
Advertise libraries as community research… rent dvds, do your homework etc. Knowledge place rather than storing books. Game to be designed by the kids…
Kids come up with a concept, prototype that concept, using some basic game creation tools themselves. Blog was the vehicle for this piece of research. Deconstruct ideas such as game rules.
Position of the tool
1) Collect ideas
2) Create development history
3) Communication platform outside of workshops
Nobody used the blog… just over 1 post a week.
School security showed, websites with the words ‘game’. Had to get around the firewall. Taking a back seat as a serious games practictioner. If we put them into a really interesting GAME BASED activity… they didn’t log into the blog!
Moved to 2nd year undergraduates… use blogs… rules of game play and superimposing them into the rules. He choose a wiki. Everyone has an F… you have to document to me, what you are good at and what you need to improve on this module. Record students’ skills, recognise achievements, experiment. A register was taken using a wiki as well.
Students could award marks to other members of the class as well.
Value judgements based on their peers…. Nobody contributed to the wiki. ‘The tool was incredibly difficult to use’ PBWorks was used… students couldn’t use it and the tool failed again.
Very important to select the correct tool to use. Blogspot/Blogger, not to be used again and PBWorks, not to be used again.
Alternative Reality Games as a Game Based Learning
New kind of narrative game genre – deliberately blur ‘normal’ game features to create tension and excitement. ARGs as a jigsaw. Pull together collaboratively things all around the world and piece together. You don’t know where the pieces are. Get the pieces and put them together. Underlying narrative, from an educational point of view can be a storyline that has learning outcomes.
‘THIS IS NOT A GAME’ is one of the main game features.
Collaboration and community.
Primary objective –education- world without oil
ARGOSI – induction week arg that was carried out in Manchester.
Reached a successful conclusion.
DIWARG – Aims and objectives – lists of twenty things to find out during induction week!
Facebook was the tool to use in the ARG, made up character, enrolled in the class, recovery from chickenpox, got people to relay messages to and from her. Didn’t think the character was believable. Wasn’t challenging enough, wasn’t enough engagement, bad teamwork in some regard.
Majority got their learning outcomes and retained their information and that was the key of the game. Well planned out. Split them up into groups. The inside experience…within 3 hours playing it.. 10k playing it was too much and too fast.
How can we use the motivational elements of video games to educate
Getting them in their environment, what it is that actually motivates them.
Little bit of fun with an educational content thrown in.
Lacks the essence what motivates one to play games in the first place.
Most educational games are failing to harness the potential
Alison Mc Namara
As I was presenting myself at this conference, I have made my prezi available online.
Presentation on prezi
I had a great day at the event, I took notes for as many as I could and after my presentation I was fit for bed.
It was a great day and evening. Thanks to Dr Patrick Felicia for organising the event. I will see you there next year!