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SERIOUS GAMING 4
SERIOUS LEARNING
Bridging the gap?
What bridges?

   Digital immigrants         Digital Natives (Prensky
                                2001)
   Teaching styles
                               Learning styles (Becker
   Formal learning             2006)
   Surface Learning           Informal learning
   Extrinsic motivation       Deep learning
   Direct instruction         Intrinsic motivation
   Linear modes               Inductive teaching style

                               Inclusive, collaborative

                                modes
  No single theory, different ways of learning & teaching
In a nutshell (Jonnassen, Wilson & grabinger,
    1993)


    Behaviourist game design       Constructivist game design

   No extraneous information         Natural complexity and
                                       content of language
   Simplifies comprehensibility
                                      Avoids oversimplification
   Reconstructs/replicates
    knowledge                         Present multiple
                                       representation /
   Abstracts instruction              perspectives
    experience                        Real world contexts
   Focuses on acquiring skills       Engages reflective
   Prescriptive sequences of          practice
    instruction                       Offer open learning
   Supports individual learning       environments
The situated perspective tenets
   Knowledge not an object, memory not a location
   Social interaction and negotiation in new
    situations
   Learning happens in authentic contexts
   Bridges the artificiality of classroom learning to
    real-life situations
   Knowledge construction through participation
   In given communities with specific
     Culture,   Language (jargon included) & Tools
MUVEs & MMORPGS
     Multi-User Virtual Environments
     Massive Multi-user Online Role Play Games
     Add the 3d Component (≠ 2D – cards, chess)
       Users
            evolve through an avatar (presence)
    Interact with the environment & often with other

MUVEs avatars                MMORPGs
Freedom                             Objectives, rules and rewards
Social (Special Interest Groups =   Competitive (individual, teams, guilds)
SIGs)
Creative

     Creative Communities of Practice
Some MMORPGs used in Edu
   MinecraftEdu widely used in
    primary, secondary
   SecondLife soft and hard sciences
   WoW Both Secondary & Higher Ed
   Atlantis Remixed 9-16 y-o
   Civilization V
Gee’s Affordances (foreword in Reinders
2012)

A good game design include:
 Well-ordered problems

 Tools (and other players) to solve problems

 Learning by negotiating, building, sharing,

 Copious feedback to prepare for next stages, higher
  level
 Next stages have new challenges (ZPD – cycle of
  expertise)
 Playing & Learning through social interaction and
  mentoring
 Two way narratives

 Reach standards in different ways

 Easy design so gamers can become designers

(See Jonassen 1994)
Challenges for educators
   Opportunity or disruption? – mechanics of
    gameplay
   Learning to play versus learning language
   Requirements (hardware and human
    resources, time)
   Institutional buy-in
   Curriculum Integration (alignment goals-
    assessment)
       feedback, on-going assessment, formative vs
        summative
    Needs more research & practice, check
    livebinders
   See Stephen Thorne’s IATEFL 2012 Keynote
   Read this post of teacher of German using WoW
Further Readings:
   Becker, K., (2006) Games and Learning Styles, Academia.Edu [online]
   Brown, J.S., Collins, A. & Duguid, S. (1989). Situated cognition and the culture
    of learning. Educational Researcher, 18(1), 32-42.
   Jonassen, D.H., Wilson, B.G., Wang, S., & Grabinger, R.S. (1993).
    Constructivist uses of expert systems to support learning. Journal of Computer-
    Based Instruction, 20(3), 86-94.
   Kkorthagen F.A.J., (2010) Situate Learning Theory and the Pedagogy of
    Teacher Education: Towards an integrative View of Teacher Behaviour and
    Teacher Learning. Teaching and Teacher Education, 26 (pp98-106) [online]
   Lave, J., & Wenger, E., (1990). Situated Learning: Legitimate Peripheral
    Participation. Cambridge, UK: Cambridge University Press
   Prensky M.,(2001) Digital Natives, Digital Immigrants. On the Horizon, MCB
    University Press, Vol. 9 No. 5, October 2001
   Reeve J. K. (2010) . Constructivism and Its Application to Game-Based
    Learning [online]
   Reinders, H. (2012) Digital Games in Language Learning and Teaching, New
    Language Learning & Teaching Environments. Basingtoke, England: Palgrave
    MacMillan
   Young, F. Y. (1993). Instructional Design for Situated Learning. Educational
    Technology Research and Development, 41 (1), 43-57.
Second Life Platform
   3d MUVE, not a game
   Role Play is more than half of users’ activities
   Artists also promote their work
   Learning Higher Ed for simulation
   Language learning - CoPs & Slanguages
    symposium
     Edunation, Virtlantis, Cypris Chat, Instituto
      español, etc
     Simulation, explorations and treasure hunts

     French FL and VUW language program
VUW languages – Aims of
project
Pedagogical principles
Various Activities – levels of
competence
    Explorations, interviews, treasure hunts,
    Set lessons directed by the course outline
Student Impressions (survey)
Recommendations
Questions ?
   Edith.paillat@vuw.ac.nz

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Serious Gaming for Learning: Bridging the Gap Between Digital Immigrants and Natives

  • 1. SERIOUS GAMING 4 SERIOUS LEARNING Bridging the gap?
  • 2. What bridges?  Digital immigrants  Digital Natives (Prensky 2001)  Teaching styles  Learning styles (Becker  Formal learning 2006)  Surface Learning  Informal learning  Extrinsic motivation  Deep learning  Direct instruction  Intrinsic motivation  Linear modes  Inductive teaching style  Inclusive, collaborative modes No single theory, different ways of learning & teaching
  • 3. In a nutshell (Jonnassen, Wilson & grabinger, 1993) Behaviourist game design Constructivist game design  No extraneous information  Natural complexity and content of language  Simplifies comprehensibility  Avoids oversimplification  Reconstructs/replicates knowledge  Present multiple representation /  Abstracts instruction perspectives experience  Real world contexts  Focuses on acquiring skills  Engages reflective  Prescriptive sequences of practice instruction  Offer open learning  Supports individual learning environments
  • 4. The situated perspective tenets  Knowledge not an object, memory not a location  Social interaction and negotiation in new situations  Learning happens in authentic contexts  Bridges the artificiality of classroom learning to real-life situations  Knowledge construction through participation  In given communities with specific  Culture, Language (jargon included) & Tools
  • 5. MUVEs & MMORPGS  Multi-User Virtual Environments  Massive Multi-user Online Role Play Games  Add the 3d Component (≠ 2D – cards, chess)  Users evolve through an avatar (presence)  Interact with the environment & often with other MUVEs avatars MMORPGs Freedom Objectives, rules and rewards Social (Special Interest Groups = Competitive (individual, teams, guilds) SIGs) Creative  Creative Communities of Practice
  • 6. Some MMORPGs used in Edu  MinecraftEdu widely used in primary, secondary  SecondLife soft and hard sciences  WoW Both Secondary & Higher Ed  Atlantis Remixed 9-16 y-o  Civilization V
  • 7. Gee’s Affordances (foreword in Reinders 2012) A good game design include:  Well-ordered problems  Tools (and other players) to solve problems  Learning by negotiating, building, sharing,  Copious feedback to prepare for next stages, higher level  Next stages have new challenges (ZPD – cycle of expertise)  Playing & Learning through social interaction and mentoring  Two way narratives  Reach standards in different ways  Easy design so gamers can become designers (See Jonassen 1994)
  • 8. Challenges for educators  Opportunity or disruption? – mechanics of gameplay  Learning to play versus learning language  Requirements (hardware and human resources, time)  Institutional buy-in  Curriculum Integration (alignment goals- assessment)  feedback, on-going assessment, formative vs summative  Needs more research & practice, check livebinders  See Stephen Thorne’s IATEFL 2012 Keynote  Read this post of teacher of German using WoW
  • 9. Further Readings:  Becker, K., (2006) Games and Learning Styles, Academia.Edu [online]  Brown, J.S., Collins, A. & Duguid, S. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.  Jonassen, D.H., Wilson, B.G., Wang, S., & Grabinger, R.S. (1993). Constructivist uses of expert systems to support learning. Journal of Computer- Based Instruction, 20(3), 86-94.  Kkorthagen F.A.J., (2010) Situate Learning Theory and the Pedagogy of Teacher Education: Towards an integrative View of Teacher Behaviour and Teacher Learning. Teaching and Teacher Education, 26 (pp98-106) [online]  Lave, J., & Wenger, E., (1990). Situated Learning: Legitimate Peripheral Participation. Cambridge, UK: Cambridge University Press  Prensky M.,(2001) Digital Natives, Digital Immigrants. On the Horizon, MCB University Press, Vol. 9 No. 5, October 2001  Reeve J. K. (2010) . Constructivism and Its Application to Game-Based Learning [online]  Reinders, H. (2012) Digital Games in Language Learning and Teaching, New Language Learning & Teaching Environments. Basingtoke, England: Palgrave MacMillan  Young, F. Y. (1993). Instructional Design for Situated Learning. Educational Technology Research and Development, 41 (1), 43-57.
  • 10. Second Life Platform  3d MUVE, not a game  Role Play is more than half of users’ activities  Artists also promote their work  Learning Higher Ed for simulation  Language learning - CoPs & Slanguages symposium  Edunation, Virtlantis, Cypris Chat, Instituto español, etc  Simulation, explorations and treasure hunts  French FL and VUW language program
  • 11. VUW languages – Aims of project
  • 13. Various Activities – levels of competence  Explorations, interviews, treasure hunts,  Set lessons directed by the course outline
  • 16. Questions ?  Edith.paillat@vuw.ac.nz