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Technology Integration
  and Games Based
      Learning
             Lena Arena
  ICT Consultant K-12, Sydney Region
The TPACK Model




                  Reproduced by permission of the
                  publisher © 2012 by tpack.org
What is TPACK?
•   Technological Pedagogical Content
    Knowledge (TPACK) is a framework that
    identifies the knowledge teachers need to
    teach effectively with technology.
•   The TPACK framework extends Shulman’s
    idea of Pedagogical Content Knowledge.
The three primary forms of knowledge

     1      Content (CK)


     2      Pedagogy (PK)

     3      Technology (TK)


   The TPACK approach goes beyond seeing these three
   knowledge bases in isolation. The TPACK model shows the
   inter-relationship of these 3 forms of knowledge.
•Teachers’ knowledge about the subject matter to be learned or
  Content Knowledge (CK)        taught.



                               •Teachers’ deep knowledge about the processes and practices or
Pedagogical Knowledge (PK) methods of teaching and learning


                               •Knowledge about certain ways of thinking about, and working with
Technology Knowledge (TK)      technology, tools and resources


                               •Knowledge of pedagogy that is applicable to the teaching of
   Pedagogical Content          specific content - covers the core business of
     Knowledge (PCK)            teaching, learning, curriculum, assessment and reporting


   Technological Content       •An understanding of the manner in which technology and content
      Knowledge (TCK)           influence and constrain one another



Technological Pedagogical      •An understanding of how teaching and learning can change
     Knowledge (TPK)            when particular technologies are used in particular ways.



Technological Pedagogical      •Underlying truly meaningful and deeply skilled teaching with
Content Knowledge (TPACK)       technology – using all forms of knowledge.



                                                                                 http://www.tpck.org/
Survey - Summary
•   53% rarely play computer games for enjoyment
•   60% use other handheld devices e.g. ipods, smartphones, tablets for
    games
•   47% use games in teaching weekly
•   Most commonly used game types with 73% are on-line games and drill
    and practice games
•   92% use PCs or Macs for classroom games
•   93% agree or strongly agree that games have a valuable role
    educational settings
•   100% believe that games based learning enhances problem solving skills
•   86% saw lack of teacher knowledge as the main barrier to increased
    used of game based learning in the classroom
The LoTi Framework
•   The Levels of Teaching Innovation (LoTi) Framework is
    a conceptual model to measure classroom teachers
    implementation of digital-age literacy .
•   The LoTi Framework focuses on the balance
    between instruction, assessment, and the effective
    use of digital tools and resources to promote higher
    order thinking, engaged student learning, and
    authentic assessment practices in the classroom -all
    characteristics of 21st Century teaching and
    learning.
Where are you at now? The LoTi Levels


       Level 0                   Level 1                   Level 2                  Level 3                 Level 4 (A)              Level 4 (B)                 Level 5                   Level 6

• Non-use                • Awareness               • Exploration             • Infusion               • Integration:           • Integration: Routine    • Expansion               • Refinement
• Use of digital tools   • Digital tools and       • Digital tools and       • Digital tools and        Mechanical             • The teacher is within   • More complex and        • Collaborations
  and resources in the     resources used for        resources are used        resources are used     • Digital tools and        his/her comfort level     sophisticated use of      extend beyond the
  classroom is non-        classroom and/or          by students for           by students to carry     resource use is          with promoting an         digital resources         classroom that
  existent                 curriculum                extension                 out teacher-             inherent and             inquiry-based model       and collaboration         promote authentic
                           management, to            activities, enrichmen     directed tasks that      motivated by the         of teaching that          tools in the learning     student problem-
                           embellish or              t exercises, or           emphasize higher         drive to answer          involves students         environment               solving, no longer a
                           enhance teacher           information               levels of student        student-generated        applying their                                      division between
                           lectures or               gathering                 cognitive processing     questions that           learning to the real                                instruction and
                           presentations, used       assignments               relating to the          dictate the content,     world                                               digital
                           by students as a                                    content under            process, and                                                                 tools/resources in
                           reward for prior work                               investigation.           products                                                                     the learning
                           completed in class                                                           embedded in the                                                              environment
                                                                                                        learning experience




   http://www.loticonnection.com/index.php/more/frameworks/20-loti-framework
How To Vote via PollEv.com




TIP   Capitalization doesn’t matter, but spaces and spelling do
H.E.A.T
                    Higher Order Thinking

                      Engaged Learning

                       Authentic Connections

                    Technology Use

http://loticonnection.cachefly.net/global_documents/HEAT_Framework_Poster.pdf
Why games for learning?
From your readings why do you think that
game based learning has a place in your
teaching program?

http://popplet.com/app/#/830128
Why games for learning?
Research suggests that computer games can
help stimulate a successful learning
environment and provide motivational
learning contexts that suit many learners. They
also provide an opportunity to develop
communities in which learners have a sense
of ownership over what they do.
Benefits of using game based learning
•   motivating learners to succeed and to continually improve
•   fostering self-esteem, self-determination and enhancing self-
    image
•   facilitating collaborative learning
•   implicitly developing learners ability to observe, question,
    hypothesise and test
•   facilitating metacognitive reflection
•   developing complex problem-solving skills
•   making school an exciting place to be
•   offering inroads into other curricular areas
•   sharing practice features that show how games have
    enhanced learning in the classroom.
Why game based learning in education?
 •   Games are interactive and fun - doing
 •   Games have outcomes and feedback-learning
 •   Games are adaptive - flow
 •   Games have conflict , competition challenge and
     opposition - adrenaline
 •   Games have problem solving - creativity
 •   Games have interaction - social groups
 •   Games have a narrative- emotion
 •   Games engage the student
 •   Games provide an immersive environment
Students as game designers
•   The aim is move students from playing to
    building transforming students from consuming
    to creating digital content.
•   The process of understanding and applying the
    principles of good game design to student
    created games improves literacy, collaboration
    and higher order thinking skills, and can lay the
    foundations for deep learning, innovation and
    change in the 21st century classroom.
21st Century Skills
Collaboration

   Multimodal literacy

    Personalised

     Multitasking

    Interactive and networked

   Creative and adaptive

Reflective and critical
DESIGNING GAMES
Brainstorm…
1.   Make a list of possible plots (storyline) for your game
2.   Make a list of possible settings for your game
3.   Make a list of possible characters for your game.
     • Give your characters descriptions
       (characteristics)

Pick one idea from each list above to create a game
     Plot            Setting           Characters
Getting started with game design
1.    Use a storyboard to plot your game
2.    Start with the primary gameplay mode
      Ask “What is the player going to do?”
3.    Define that mode, then move on to others
      •   Player’s role
      •   Interaction model
      •   Perspective
      •   Setting
      •   Challenges the player confronts
      •   Mechanics that create those challenges
      •   Actions the player takes to overcome them
Storyboard
Storyboard templates
1.   The Flying Animator
     http://www.the-flying-
     animator.com/storyboard-template.html
2.   Karen J Llyod’s Downloads
     http://karenjlloyd.com/blog/free-storyboard-
     template-downloads/
3.   Education World
     http://www.educationworld.com/tools_tem
     plates/template_strybrd_8panels.doc
Good game design
Game Rules
•Rules of a game depend on the game genre. These rules define what actions or moves a
 player can and cannot make; where they can and cannot go, and how they will win the
 game. Players do not get most of the games rules from the game’s instructions. They are
 inherent to the game and govern the playing process


Goals/Objectives
•The goals and objective of a game establish the game’s rules of play and the criteria for
 winning




Challenge
•Games can be competitive in different ways. Some games have clearly defined competition,
 one player wins, and the other loses. In other games, contestants compete to achieve the
 highest score. The competition can be with another player, non-player, or the players
 themselves.


Engagement
•Interactivity is how the player interacts or acts within the game world. The way the player jumps,
 shoots, or dunks; how they interact with their competition or enemies; what motions, and
 actions they can make. Another term for the way a player operates in the game world is the
 game’s interaction model. Video games require players to be part of the learning environment.
GETTING STARTED WITH KODU
What is Kodu?
•   Kodu is a visual programming language
    made specifically for creating games. It is
    designed to be accessible for children and
    enjoyable for anyone.
•   It can be downloaded for free from the
    Microsoft website
•   Kodu can be programed for use with a
    keyboard and mouse or a game controller
Why KoDU?
•   Kodu provides a creative environment for designing,
    building, and playing games.

•   Teach programming, problem-solving, and more
    with a creative environment.

•    Students can create a range of terrains, worlds and
    characters, controlling the characters’ movement,
    sound and vision using an icon-based language.

•   Games can be shared and accessed by others.
KoDU allows
•   Students to learn programming and other skills in a fun
    way
•   “Behind the scenes” of game development to be
    explored
•   Learning to be demonstrated through creating a
    game
•   Concepts taught in various learning areas to be revised
•   For the improvement of critical thinking and problem
    solving skills
•   For improved student collaboration and cooperation
•   Inspired confidence in programming skills
Oatley P.S at MAC ICT
FLOW Chart -the BACK Story of THE GAME
STORY BOARDING
GAME DESIGN-USING STORYBOARDS
KODU PROGRAMMING
The Interface - The Main Menu
The Interface – the Home Menu
New World
Tools
Instructions
 based on
     tool
  selected
Your turn…
Complete the first activity by placing the
program next to the correct description. 
Your turn….
Open the practice world from the wiki:
• Add an apple or other object to the world
• Add a background sound to one of the objects
• Add or change some terrain
• Add some water to the pond
• Modify code for Cycle to have him earn a point
  for each apple he eats
• Modify code for fish to allow him to move
Summary
Questions? Need More Information?

              Lena Arena
              ICT Consultant K-12, Sydney Region
              Phone: 9582 2851
              Email: carmelina.arena@det.nsw.edu.au

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TPACK Framework for Game-Based Learning

  • 1. Technology Integration and Games Based Learning Lena Arena ICT Consultant K-12, Sydney Region
  • 2.
  • 3. The TPACK Model Reproduced by permission of the publisher © 2012 by tpack.org
  • 4. What is TPACK? • Technological Pedagogical Content Knowledge (TPACK) is a framework that identifies the knowledge teachers need to teach effectively with technology. • The TPACK framework extends Shulman’s idea of Pedagogical Content Knowledge.
  • 5. The three primary forms of knowledge 1 Content (CK) 2 Pedagogy (PK) 3 Technology (TK) The TPACK approach goes beyond seeing these three knowledge bases in isolation. The TPACK model shows the inter-relationship of these 3 forms of knowledge.
  • 6. •Teachers’ knowledge about the subject matter to be learned or Content Knowledge (CK) taught. •Teachers’ deep knowledge about the processes and practices or Pedagogical Knowledge (PK) methods of teaching and learning •Knowledge about certain ways of thinking about, and working with Technology Knowledge (TK) technology, tools and resources •Knowledge of pedagogy that is applicable to the teaching of Pedagogical Content specific content - covers the core business of Knowledge (PCK) teaching, learning, curriculum, assessment and reporting Technological Content •An understanding of the manner in which technology and content Knowledge (TCK) influence and constrain one another Technological Pedagogical •An understanding of how teaching and learning can change Knowledge (TPK) when particular technologies are used in particular ways. Technological Pedagogical •Underlying truly meaningful and deeply skilled teaching with Content Knowledge (TPACK) technology – using all forms of knowledge. http://www.tpck.org/
  • 7. Survey - Summary • 53% rarely play computer games for enjoyment • 60% use other handheld devices e.g. ipods, smartphones, tablets for games • 47% use games in teaching weekly • Most commonly used game types with 73% are on-line games and drill and practice games • 92% use PCs or Macs for classroom games • 93% agree or strongly agree that games have a valuable role educational settings • 100% believe that games based learning enhances problem solving skills • 86% saw lack of teacher knowledge as the main barrier to increased used of game based learning in the classroom
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  • 16. The LoTi Framework • The Levels of Teaching Innovation (LoTi) Framework is a conceptual model to measure classroom teachers implementation of digital-age literacy . • The LoTi Framework focuses on the balance between instruction, assessment, and the effective use of digital tools and resources to promote higher order thinking, engaged student learning, and authentic assessment practices in the classroom -all characteristics of 21st Century teaching and learning.
  • 17. Where are you at now? The LoTi Levels Level 0 Level 1 Level 2 Level 3 Level 4 (A) Level 4 (B) Level 5 Level 6 • Non-use • Awareness • Exploration • Infusion • Integration: • Integration: Routine • Expansion • Refinement • Use of digital tools • Digital tools and • Digital tools and • Digital tools and Mechanical • The teacher is within • More complex and • Collaborations and resources in the resources used for resources are used resources are used • Digital tools and his/her comfort level sophisticated use of extend beyond the classroom is non- classroom and/or by students for by students to carry resource use is with promoting an digital resources classroom that existent curriculum extension out teacher- inherent and inquiry-based model and collaboration promote authentic management, to activities, enrichmen directed tasks that motivated by the of teaching that tools in the learning student problem- embellish or t exercises, or emphasize higher drive to answer involves students environment solving, no longer a enhance teacher information levels of student student-generated applying their division between lectures or gathering cognitive processing questions that learning to the real instruction and presentations, used assignments relating to the dictate the content, world digital by students as a content under process, and tools/resources in reward for prior work investigation. products the learning completed in class embedded in the environment learning experience http://www.loticonnection.com/index.php/more/frameworks/20-loti-framework
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  • 19. How To Vote via PollEv.com TIP Capitalization doesn’t matter, but spaces and spelling do
  • 20. H.E.A.T Higher Order Thinking Engaged Learning Authentic Connections Technology Use http://loticonnection.cachefly.net/global_documents/HEAT_Framework_Poster.pdf
  • 21. Why games for learning? From your readings why do you think that game based learning has a place in your teaching program? http://popplet.com/app/#/830128
  • 22. Why games for learning? Research suggests that computer games can help stimulate a successful learning environment and provide motivational learning contexts that suit many learners. They also provide an opportunity to develop communities in which learners have a sense of ownership over what they do.
  • 23. Benefits of using game based learning • motivating learners to succeed and to continually improve • fostering self-esteem, self-determination and enhancing self- image • facilitating collaborative learning • implicitly developing learners ability to observe, question, hypothesise and test • facilitating metacognitive reflection • developing complex problem-solving skills • making school an exciting place to be • offering inroads into other curricular areas • sharing practice features that show how games have enhanced learning in the classroom.
  • 24. Why game based learning in education? • Games are interactive and fun - doing • Games have outcomes and feedback-learning • Games are adaptive - flow • Games have conflict , competition challenge and opposition - adrenaline • Games have problem solving - creativity • Games have interaction - social groups • Games have a narrative- emotion • Games engage the student • Games provide an immersive environment
  • 25. Students as game designers • The aim is move students from playing to building transforming students from consuming to creating digital content. • The process of understanding and applying the principles of good game design to student created games improves literacy, collaboration and higher order thinking skills, and can lay the foundations for deep learning, innovation and change in the 21st century classroom.
  • 26. 21st Century Skills Collaboration Multimodal literacy Personalised Multitasking Interactive and networked Creative and adaptive Reflective and critical
  • 28. Brainstorm… 1. Make a list of possible plots (storyline) for your game 2. Make a list of possible settings for your game 3. Make a list of possible characters for your game. • Give your characters descriptions (characteristics) Pick one idea from each list above to create a game Plot Setting Characters
  • 29. Getting started with game design 1. Use a storyboard to plot your game 2. Start with the primary gameplay mode Ask “What is the player going to do?” 3. Define that mode, then move on to others • Player’s role • Interaction model • Perspective • Setting • Challenges the player confronts • Mechanics that create those challenges • Actions the player takes to overcome them
  • 31. Storyboard templates 1. The Flying Animator http://www.the-flying- animator.com/storyboard-template.html 2. Karen J Llyod’s Downloads http://karenjlloyd.com/blog/free-storyboard- template-downloads/ 3. Education World http://www.educationworld.com/tools_tem plates/template_strybrd_8panels.doc
  • 32. Good game design Game Rules •Rules of a game depend on the game genre. These rules define what actions or moves a player can and cannot make; where they can and cannot go, and how they will win the game. Players do not get most of the games rules from the game’s instructions. They are inherent to the game and govern the playing process Goals/Objectives •The goals and objective of a game establish the game’s rules of play and the criteria for winning Challenge •Games can be competitive in different ways. Some games have clearly defined competition, one player wins, and the other loses. In other games, contestants compete to achieve the highest score. The competition can be with another player, non-player, or the players themselves. Engagement •Interactivity is how the player interacts or acts within the game world. The way the player jumps, shoots, or dunks; how they interact with their competition or enemies; what motions, and actions they can make. Another term for the way a player operates in the game world is the game’s interaction model. Video games require players to be part of the learning environment.
  • 34. What is Kodu? • Kodu is a visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. • It can be downloaded for free from the Microsoft website • Kodu can be programed for use with a keyboard and mouse or a game controller
  • 35. Why KoDU? • Kodu provides a creative environment for designing, building, and playing games. • Teach programming, problem-solving, and more with a creative environment. • Students can create a range of terrains, worlds and characters, controlling the characters’ movement, sound and vision using an icon-based language. • Games can be shared and accessed by others.
  • 36. KoDU allows • Students to learn programming and other skills in a fun way • “Behind the scenes” of game development to be explored • Learning to be demonstrated through creating a game • Concepts taught in various learning areas to be revised • For the improvement of critical thinking and problem solving skills • For improved student collaboration and cooperation • Inspired confidence in programming skills
  • 37. Oatley P.S at MAC ICT
  • 38. FLOW Chart -the BACK Story of THE GAME
  • 42. The Interface - The Main Menu
  • 43. The Interface – the Home Menu
  • 45. Tools
  • 46. Instructions based on tool selected
  • 47. Your turn… Complete the first activity by placing the program next to the correct description. 
  • 48. Your turn…. Open the practice world from the wiki: • Add an apple or other object to the world • Add a background sound to one of the objects • Add or change some terrain • Add some water to the pond • Modify code for Cycle to have him earn a point for each apple he eats • Modify code for fish to allow him to move
  • 50. Questions? Need More Information? Lena Arena ICT Consultant K-12, Sydney Region Phone: 9582 2851 Email: carmelina.arena@det.nsw.edu.au

Hinweis der Redaktion

  1. This slide is for display to the audience to show them how they will vote on your polls in your presentation. You can remove this slide if you like or if the audience is already comfortable with texting and/or voting with Poll Everywhere.Sample Oral Instructions:Ladies and gentlemen, throughout today’s meeting we’re going to engage in some audience polling to find out what you’re thinking, what you’re up to and what you know. Now I’m going to ask for your opinion. We’re going to use your phones or laptops to do some audience voting just like on American Idol.So please take out your mobilephones or laptops, but remember to leave them on silent. You can participate by submitting an answer atPollEv.com on your laptop or a mobile phone.The service we are using is serious about privacy. I cannot see who you are or who voted.