Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, March 15, 2011

Console games in the classroom

The impact of console games in the classroom: Evidence from schools in Scotland, 2010.
This research was commissioned by Learning and Teaching Scotland (LTS) in partnership with Futurelab.
The main focus of the project was to identify the educational benefits of console game- based learning in primary and secondary schools. Research was carried out in classrooms in Scotland to explore learning with games played on games consoles, such as PlayStations, Xboxes and Wiis.
Key findings
− Game-based approaches present an excellent opportunity to engage students in activities which can enhance learning and produce a range of educational benefits;
− Game-based learning approaches need to be well planned and classrooms carefully organised to engage all students in learning and produce appropriate outcomes;
− Game-based learning approaches build on many children’s existing interests, skills and knowledge and can narrow the gap between children’s home and school cultures
Includes case studies of classroom level activity using console games.
Read the whole pdf document 'The impact of console games in the classroom: Evidence from schools in Scotland'.

How are digital games used in schools? Europena Schoolnet, 2009.
Teachers use electronic games in their classroom teaching. Why do they choose to do so? What types of games do they use? What do they do with them? How do they integrate them into the curriculum? What pedagogical objectives are they aiming for and what results do they obtain from their pupils? In other words, what can be the interest of this approach for an educational system? This study includes case studies of schools use of games in the classroom.

Digital games in schools: a handbook for teachers.
Complements the study How are digital games used in schools?,

Moving learning games forward: obstacles, opportunities and openess, Education Arcade, 2009.
Argues that:
1. games can engage players in learning that is specifically applicable to “schooling;” and
2. there are means by which teachers can leverage the learning in such games without disrupting the worlds of either play or school.
This paper looks at where the strengths and challenges of both classrooms and games lie and situate “learning games” at the most productive intersection of these separate environments. We will examine these issues through concrete examples of existing best practices, and speculative designs currently under development at MIT’s Education Arcade, and elsewhere.

Monday, October 12, 2009

Simulations and Games in Education

An article in The Australian (7 Oct 09) discusses the uses of simulations in education. In "Are we learning or is it fun and games" Enthusiasts say that simulations "are a powerful teaching tool when used in conjunction with case studies" but not everyone agrees.

Background on Games and Simulations


"A simulation is a model of events, items or processes that do or could exist"1
'A game is a goal-directed activity that often has a competitive nature and works within a framework of accepted rules" 2.
Traditional models of learning often "emphasize an objective and knowable perspective on reality resulting in a focus on building capacity to recall internalized knowledge"3. In todays world of rapid changing technology and easy access to vast amounts of information this traditional model may not provide students with the critical thinking skills they need to operate in todays ever changing work environment.
"Educational simulations are one of the technological approaches available to education to facilitate the building of skills such as critical thinking.
Traditionally, simulations are something that bridges the gap between the typical classroom setting and the real world where actual practice occurs. They have been used to assist in the capacity for students to understand and use information to solve problems that are actually relevant to a real context"4.
1-4 from State of the Field Review, Simulation in Education Final Report
May 12, 2006 Michael Magee Alberta Online Learning Consortium Calgary AB

Resources for Games and Simulations in Education

State of the Field Review, Simulation in Education Final Report
May 12, 2006 Michael Magee Alberta Online Learning Consortium Calgary AB
This report reviews the literature available on Simulations and Games in Education. It discusses issues around the instructional design involved as well as the educational issues of teacher and learner belief systems and the role of assessment.

Educational simulations
The purpose of this web site is to promote the development of education via simulation. A list of online simulation resources categorised by curriculum area.


How Online Simulations Work in the Classroom

Edutopia
Simulations expert Christopher Walters provides the following thoughts on virtual simulations for classroom use.

Resources held by TLRU
Good video games + good learning : collected essays on video games, learning, and literacy, Gee, James Paul. 2007
Playing to learn : video games in the classroom, Hutchison, David, 1968- 2007
What video games have to teach us about learning and literacy, Gee, James Paul. 2003

Thursday, June 4, 2009

Gaming in Libraries

An interview with Scott Nicholson on gaming in libraries. Scott is running an online course on gaming via Youtube during Jun 2009 called Gaming in libraries. The American Library Association also has a website Libraries, Literacy and Gaming.

Scott Nicholson interview from Jaap van de Geer on Vimeo.