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Playing games in Higher Education
         Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice,
                                      MEL SIG 3 Feb 12 University of Salford

                                            Life must be
                                You can         lived
                            discover more      as play.
                            about a person
                             in an hour of
                             play than in a
                                year of
                             conversation.




                                                                                                  Chrissi Nerantzi
                                                                                                      Kirsty Pope
                                                                                                       Neil Currie




http://www.flickr.com/photos/almarams/3902611177/
What is this all about?
•   What are universities for?
•   Playing games in HE?
•   A mixed-reality game within the PGCAP
•   You and games for learning
What does
 the university
embody for you?
Prof. Anne Boddington Dean of the Faculty of Arts,
  University of Brighton (UK) defined universities as a
  place and a space to
• sustain conversations
• shape the future of human life
• stimulate innovation
• shape new structures of and for learning
• shape new pedagogies
Learning through play
at University? Have you
experienced it before?
http://www.guardian.co.uk/society/2011/jan/02/25-predictions-25-years
Horizon Report 2011
“Proponents of game-based learning in higher education point to its
role in supporting collaboration, problem-solving, and
communication, the 21st century competencies needed by American
students outlined by Secretary of Education Arne Duncan in late 2010
in the National Education Technology Plan.

Advocates also underscore the productive role of play, which allows for
experimentation, the exploration of identities, and even failure.
Gaming also contributes to the development of a particular disposition
well-suited to an information-based culture and rapid change.”

Horizon Report 2011, Game-Based Learning (Adoption 2-3 years)
Horizon Report 2011
“One area in which there is currently a great deal of
development is social games, especially those that can be
taken along and played anywhere at all using a mobile device.
With social games, players are never far from a game
environment, whether it be a mobile in a pocket, a desktop or
laptop computer, or a networked gaming console. With this
kind of ubiquity, games are becoming a pervasive part of
everyday life, and our notions of what constitutes a game are
changing as fast as the games themselves.”

Horizon Report 2011, Game-Based Learning (Adoption 2-3
years)
“Sell your bargains” game
• a mixed reality game to spice up teaching and
  learning
• immerse in out-of the box thinking based on
  authentic problem scenarios from practice
• engage in multidisciplinary conversations and
  collaborative learning
• being resourceful and utilising what we have, can
  get and what we can do with it
• using available technologies for teaching and
  learning
mixed-reality game ‘sell your bargains’ to spice up teaching and learning in HE
direct link http://www.flickr.com/photos/chrissinerantzi/6315009414/
mixed reality games in Higher
                  Education
“The rationale behind the use of alternative reality games is that
the use of problem-based, experiential and collaborative activities
in alternative reality games makes them ideally suited to teaching
in higher education; particularly as they enable players to become
involved in both playing and shaping the narrative as it emerges.”
(Whitton, 2010, 87)


              Dr. Nicola Whitton
              Research Fellow, Education and Social Research
              Institute, Manchester Metropolitan University

              Blog: http://playthinklearn.net/
              Twitter: @nicwhitton
the social meaning of creativity


“human appetite for making things”

(Gauntlett, 2011, p. 61)

          David Gauntlett
          Professor of Media and Communications at
          the Communication and Media Research
          Institute (CAMRI)
          University of Westminster

          http://www.makingisconnecting.org/
Who is who
                                                             Frances
                                   Kirsty
                                            Neil   Deaglan
 • Postgraduate                                                        John
                        Fabrizio
   Certificate in
   Academic
   Practice

 • Multi-disciplinary
   programme

 • Teaching                                                            Fiona
   qualification and
   Fellowship of the
   Higher Education
   Academy



www.salford.ac.uk
Where we are
Stage 1: Select…
Identify a topic you feel students struggle
to grasp in your subject area…
Stage 2: Invest…
In pairs, what prop could
you purchase to explain
this…
1 hour to pick, purchase
and present…
Stage 3: Surprise…
Digital story: Blog, share,
reflect and demonstrate
your ideas and rationale
to your students and
peers…

What were the surprises?
“It was so much fun I
think I forgot I was
learning, but then      “Ho vinto,
maybe that was the      ho vinto! (I
point!”                 won : )”
data wordle
It was fun. Working with others from other
   disciplines but finding a lot of common
  ground. It was beneficial to get different
     perspectives of a difficult problem.
 Then coming together to see what others
 had done & their rationale was also really
                     useful.
I found it highly beneficial. I never thought I could exploit our natural
 curiosity to explore and play as a medium to learn; through my active
engagement as a player/learner in the game I realised that I could design
                   this element in my academic modules.

   I have also realised that this is a good way to foster deep rather than
                             superficial learning.

 Furthermore the game was pleasurable and enjoyable, and although it
had a title and quite a rigid structure, it didn't have any extrinsic goals, i.e.
      there was no prescribed learning that ought to have occurred.

Thanks to this freedom, or “gaps” (as said in yesterday’s session), learning
  occurred creatively. Specifically my learning was enhanced by moving
about in a physical space (which could be recreated with a board game in
class through an element of make-believe). I felt that this way of learning
 caters for different kinds of learners and is easily adaptable to how you
         are feeling at that moment in time when learning occurs.

 Finally it really gave me a boost in experimenting with digital interactive
                        tools for learning and teaching.
I really enjoyed the element of having to think 'on
your feet' and develop the ideas as you went along.
It was really interesting working with others from a
 different discipline to myself as this helped me to
see the different perspectives that people can have
on the same topic. I enjoyed the element of taking
  photos/videos and using these to help to tell our
                   story at the end.
benefits
•   fun and enjoyable experience
•   learning through play (not experienced before)
•   playing with colleagues from other disciplines
•   partnering
•   using different learning spaces
•   freedom despite structure
•   thinking outside-the-box
•   experimenting with digital tools
•   ideas to use with own students
challenges                 possible solutions
•   One game organiser         •   More facilitators (1 per 10 players)
•   Technologies               •   Support (initial staff development,
•   Number of players (7 out       ongoing)
    of 32)                     •   Mainstream offer (game for all) +
•   Complexity of Stage 3          students
•   Digital stories            •   Scaffolding Stage 3 (case study
•   Challenging all players        template)
•   Public voting (16)         •   Further dissemination (institutional
                                   repository, CPD session, publication)
                               •   Build-in extension activities
                               •   More votes (channels to promote,
                                   prize)
ripple effect




“I think I could use it with small groups of students as part of their pbl process to
make it more interesting for them. I think it would encourage them to demonstrate
their learning in a more interesting and challenging way.”


           “I don't think I would chose to use this experience with my students. I feel some of
           the more traditional techniques would offer a better learning experience such as
           Problem Based Learning.”
How can we convince
  more academics that
learning through games
    can really work?
A BIG thank you
                        to Kirsty, Fiona, Frances, Neil, Fabrizio, Deaglan
                        and John from the University of Salford




http://www.flickr.com/photos/mikejonesphoto/2932001534/
References
•   Barrows, H. S. and Tamblyn, R. M. 1980. Problem-based Learning. An Approach to Medical Education. New
    York: Springer.
•   Boud, D, Cohen, R, Sampson, J (2001) Peer Learning in Higher Education: Learning from and with each
    other, London: Kogan.
•   Burnard, Pamela; Craft, Anna; Cremin, Teresa; Duffy, Bernadette; Hanson, Ruth; Keene, Jean; Haynes,
    Lindsay and Burns, Dawn (2006). Documenting ‘possibility thinking’: a journey of collaborative enquiry.
    International Journal of Early Years Education, 14(3), pp. 243–262., available at
    http://oro.open.ac.uk/6546/1/6546.pdf
•   Glynis, C (online) Threshold Concepts: Undergraduate Teaching, Postgraduate Training and Professional
    Development, A short introduction and bibliography, available at
    http://www.ee.ucl.ac.uk/~mflanaga/thresholds.html
•   Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report.
    Austin, Texas: The New Media Consortium, available at http://wp.nmc.org/horizon2011/
•   Meyer, J.H.F. and Land, R. (2003) Threshold concepts and troublesome knowledge: linkages to ways of
    thinking and practising, In: Rust, C. (ed.), Improving Student Learning - Theory and Practice Ten Years On.
    Oxford: Oxford Centre for Staff and Learning Development (OCSLD), pp 412-424.
•   Mezirow, J. Transformative Dimensions of Adult Learning. San Francisco: Jossey-Bass, 1991.
•   Rogers, C. R. (1983). Freedom to Learn for the 80's. Columbus: Merrill.
•   Schön D (1983) The reflective practitioner. Basic Books: New York.
•   Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher
    Education, open and flexible learning series, Oxon: Routledge.
•   Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report.
    Austin, Texas: The New Media Consortium.
Learning in Higher Education through play
         Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice


                                  PGCAP programme site at
                                http://www.adu.salford.ac.uk/
                                    html/pgcert/intro.html




                                                                         Twitter
                                                                         @pgcap

                                                                         YouTube
contact Chrissi Nerantzi,                                              pgcapsalford
  the game organiser at
c.nerantzi@salford.ac.uk




http://www.flickr.com/photos/almarams/3902611177/

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Playing games in HE: presented at the MEL SIG event, University of Salford, 3 Feb 12

  • 1. Playing games in Higher Education Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice, MEL SIG 3 Feb 12 University of Salford Life must be You can lived discover more as play. about a person in an hour of play than in a year of conversation. Chrissi Nerantzi Kirsty Pope Neil Currie http://www.flickr.com/photos/almarams/3902611177/
  • 2. What is this all about? • What are universities for? • Playing games in HE? • A mixed-reality game within the PGCAP • You and games for learning
  • 3. What does the university embody for you?
  • 4. Prof. Anne Boddington Dean of the Faculty of Arts, University of Brighton (UK) defined universities as a place and a space to • sustain conversations • shape the future of human life • stimulate innovation • shape new structures of and for learning • shape new pedagogies
  • 5. Learning through play at University? Have you experienced it before?
  • 7. Horizon Report 2011 “Proponents of game-based learning in higher education point to its role in supporting collaboration, problem-solving, and communication, the 21st century competencies needed by American students outlined by Secretary of Education Arne Duncan in late 2010 in the National Education Technology Plan. Advocates also underscore the productive role of play, which allows for experimentation, the exploration of identities, and even failure. Gaming also contributes to the development of a particular disposition well-suited to an information-based culture and rapid change.” Horizon Report 2011, Game-Based Learning (Adoption 2-3 years)
  • 8. Horizon Report 2011 “One area in which there is currently a great deal of development is social games, especially those that can be taken along and played anywhere at all using a mobile device. With social games, players are never far from a game environment, whether it be a mobile in a pocket, a desktop or laptop computer, or a networked gaming console. With this kind of ubiquity, games are becoming a pervasive part of everyday life, and our notions of what constitutes a game are changing as fast as the games themselves.” Horizon Report 2011, Game-Based Learning (Adoption 2-3 years)
  • 9. “Sell your bargains” game • a mixed reality game to spice up teaching and learning • immerse in out-of the box thinking based on authentic problem scenarios from practice • engage in multidisciplinary conversations and collaborative learning • being resourceful and utilising what we have, can get and what we can do with it • using available technologies for teaching and learning
  • 10. mixed-reality game ‘sell your bargains’ to spice up teaching and learning in HE direct link http://www.flickr.com/photos/chrissinerantzi/6315009414/
  • 11. mixed reality games in Higher Education “The rationale behind the use of alternative reality games is that the use of problem-based, experiential and collaborative activities in alternative reality games makes them ideally suited to teaching in higher education; particularly as they enable players to become involved in both playing and shaping the narrative as it emerges.” (Whitton, 2010, 87) Dr. Nicola Whitton Research Fellow, Education and Social Research Institute, Manchester Metropolitan University Blog: http://playthinklearn.net/ Twitter: @nicwhitton
  • 12. the social meaning of creativity “human appetite for making things” (Gauntlett, 2011, p. 61) David Gauntlett Professor of Media and Communications at the Communication and Media Research Institute (CAMRI) University of Westminster http://www.makingisconnecting.org/
  • 13. Who is who Frances Kirsty Neil Deaglan • Postgraduate John Fabrizio Certificate in Academic Practice • Multi-disciplinary programme • Teaching Fiona qualification and Fellowship of the Higher Education Academy www.salford.ac.uk
  • 15. Stage 1: Select… Identify a topic you feel students struggle to grasp in your subject area…
  • 16. Stage 2: Invest… In pairs, what prop could you purchase to explain this… 1 hour to pick, purchase and present…
  • 17. Stage 3: Surprise… Digital story: Blog, share, reflect and demonstrate your ideas and rationale to your students and peers… What were the surprises?
  • 18. “It was so much fun I think I forgot I was learning, but then “Ho vinto, maybe that was the ho vinto! (I point!” won : )”
  • 20. It was fun. Working with others from other disciplines but finding a lot of common ground. It was beneficial to get different perspectives of a difficult problem. Then coming together to see what others had done & their rationale was also really useful.
  • 21. I found it highly beneficial. I never thought I could exploit our natural curiosity to explore and play as a medium to learn; through my active engagement as a player/learner in the game I realised that I could design this element in my academic modules. I have also realised that this is a good way to foster deep rather than superficial learning. Furthermore the game was pleasurable and enjoyable, and although it had a title and quite a rigid structure, it didn't have any extrinsic goals, i.e. there was no prescribed learning that ought to have occurred. Thanks to this freedom, or “gaps” (as said in yesterday’s session), learning occurred creatively. Specifically my learning was enhanced by moving about in a physical space (which could be recreated with a board game in class through an element of make-believe). I felt that this way of learning caters for different kinds of learners and is easily adaptable to how you are feeling at that moment in time when learning occurs. Finally it really gave me a boost in experimenting with digital interactive tools for learning and teaching.
  • 22. I really enjoyed the element of having to think 'on your feet' and develop the ideas as you went along. It was really interesting working with others from a different discipline to myself as this helped me to see the different perspectives that people can have on the same topic. I enjoyed the element of taking photos/videos and using these to help to tell our story at the end.
  • 23. benefits • fun and enjoyable experience • learning through play (not experienced before) • playing with colleagues from other disciplines • partnering • using different learning spaces • freedom despite structure • thinking outside-the-box • experimenting with digital tools • ideas to use with own students
  • 24. challenges possible solutions • One game organiser • More facilitators (1 per 10 players) • Technologies • Support (initial staff development, • Number of players (7 out ongoing) of 32) • Mainstream offer (game for all) + • Complexity of Stage 3 students • Digital stories • Scaffolding Stage 3 (case study • Challenging all players template) • Public voting (16) • Further dissemination (institutional repository, CPD session, publication) • Build-in extension activities • More votes (channels to promote, prize)
  • 25. ripple effect “I think I could use it with small groups of students as part of their pbl process to make it more interesting for them. I think it would encourage them to demonstrate their learning in a more interesting and challenging way.” “I don't think I would chose to use this experience with my students. I feel some of the more traditional techniques would offer a better learning experience such as Problem Based Learning.”
  • 26. How can we convince more academics that learning through games can really work?
  • 27. A BIG thank you to Kirsty, Fiona, Frances, Neil, Fabrizio, Deaglan and John from the University of Salford http://www.flickr.com/photos/mikejonesphoto/2932001534/
  • 28. References • Barrows, H. S. and Tamblyn, R. M. 1980. Problem-based Learning. An Approach to Medical Education. New York: Springer. • Boud, D, Cohen, R, Sampson, J (2001) Peer Learning in Higher Education: Learning from and with each other, London: Kogan. • Burnard, Pamela; Craft, Anna; Cremin, Teresa; Duffy, Bernadette; Hanson, Ruth; Keene, Jean; Haynes, Lindsay and Burns, Dawn (2006). Documenting ‘possibility thinking’: a journey of collaborative enquiry. International Journal of Early Years Education, 14(3), pp. 243–262., available at http://oro.open.ac.uk/6546/1/6546.pdf • Glynis, C (online) Threshold Concepts: Undergraduate Teaching, Postgraduate Training and Professional Development, A short introduction and bibliography, available at http://www.ee.ucl.ac.uk/~mflanaga/thresholds.html • Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium, available at http://wp.nmc.org/horizon2011/ • Meyer, J.H.F. and Land, R. (2003) Threshold concepts and troublesome knowledge: linkages to ways of thinking and practising, In: Rust, C. (ed.), Improving Student Learning - Theory and Practice Ten Years On. Oxford: Oxford Centre for Staff and Learning Development (OCSLD), pp 412-424. • Mezirow, J. Transformative Dimensions of Adult Learning. San Francisco: Jossey-Bass, 1991. • Rogers, C. R. (1983). Freedom to Learn for the 80's. Columbus: Merrill. • Schön D (1983) The reflective practitioner. Basic Books: New York. • Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher Education, open and flexible learning series, Oxon: Routledge. • Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.
  • 29. Learning in Higher Education through play Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice PGCAP programme site at http://www.adu.salford.ac.uk/ html/pgcert/intro.html Twitter @pgcap YouTube contact Chrissi Nerantzi, pgcapsalford the game organiser at c.nerantzi@salford.ac.uk http://www.flickr.com/photos/almarams/3902611177/