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What happens when digital
games are introduced in
classrooms
Dr Sarah Prestridge
School of Education and Professional Studies
Mt Gravatt Campus
Griffith University
s.prestridge@griffith.edu,au
My research areas
Overview of Presentation
•  Serious Play project
•  Focus on Teacher beliefs
§  Teacher appropriation of digital games
§  Analysis tool for classifying beliefs and practices
•  Application to pre-service teachers
Serious Play
•  Serious Play: Digital Games, Learning and Literacy for
twenty first century schooling. Funded by the Australian
Research Council, over a three-year period (2012-2015)
the project investigated what happened to literacy and
learning, curriculum, pedagogy and assessment when
digital games were introduced into schools.
Research Questions
1.  the ways in which students with widely differing preferences and experiences with digital
games and digital culture approached games-based teaching in the classroom;
2.  the ways in which the experience of game-play changed in classroom contexts;
3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical
practices and approaches that best capitalised on the capacities of games to teach;
4.  the opportunity games provided for creativity, production, and innovation;
5.  digital literacies and the ways in which learning through games challenged and extended
multimodal literacy learning; and
6.  an assessment framework which can be used to identify and support the multimodal
literacies and e-learning capabilities made possible through the use, analysis, and creation
of digital games.
Research Questions
1.  the ways in which students with widely differing preferences and experiences with digital
games and digital culture approached games-based teaching in the classroom;
2.  the ways in which the experience of game-play changed in classroom contexts;
3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical
practices and approaches that best capitalised on the capacities of games to teach;
4.  the opportunity games provided for creativity, production, and innovation;
5.  digital literacies and the ways in which learning through games challenged and extended
multimodal literacy learning; and
6.  an assessment framework which can be used to identify and support the multimodal
literacies and e-learning capabilities made possible through the use, analysis, and creation
of digital games.
Research Methodology
•  Queensland and Victoria—and five primary
schools and five secondary schools.
•  . The project games-based strands to guide
teachers’ integration:
§  the use of ‘serious’ and commercial digital games
to support learning in the discipline areas;
§  the critical analysis of digital games as text;
§  the making of digital games to promote creativity.
A teacher’s appropriation of a digital game
Classifying teacher appropriation of digital
games…..
the	ways	teachers	worked	with	digital	games	
	most	effec3vely,	and	the	kinds	of	pedagogical	
	prac3ces	and	approaches	that	best	capitalised	
	on	the	capaci3es	of	games	to	teach
Relationship between teacher beliefs and
their practices with digital games
•  Epistemological beliefs
•  ICT Pedagogical beliefs
•  ICT Pedagogical practices
•  Student learning/outcomes
•  Teacher competency
Perry,	W.(1970).	Forms	of	Intellectual	and	Ethical	Development	in	the	College	Years	
:	A	scheme.	New	York:	Holt,	Rinehart	and	Winston.	
DualisAc		
MulAplisAc	
RelaAvisAc	
RelaAvism		
right-or-wrong	knowledge	handed	down	by	authority	
mulAple	views	but	sAll	believe	that	most	knowledge	is	certain	
most	knowledge	as	tentaAve	and	contextual		
and	generated	by	the	self;		
that	knowledge	is	uncertain	and		
based	on	the	weight	of	accumulated	evidence	
Epistemological	beliefs
ICT Pedagogical beliefs
Computer	skills	
InformaAon	tool/	supplements	curriculum	
Enrich	curriculum	
Facilitates	emerging	curriculum
ICT Pedagogical practices
Kemmis	et	al	1977	&	Ertmer	et	al	2012	
Teacher	Centred			 Mix-Primarily			 Mix	–Primary			 Student	Centred		
Revelatory	
Conjectual	
enables	students	to	manipulate	
	ideas	and	hypotheses	to	
	develop	knowledge	
Instruc2onal	
Balanced	
acAviAes/knowledge	in	order	for	students	to	discover	the	concept	
divides	the	learning	acAviAes	into	
smaller	units	with	use	of	posiAve/
negaAve	feedback	for	correcAons
Student learning/outcomes
Teacher ICT competency
•  Low
•  Medium
•  High
FrameTEP
Further information on FrameTEP
•  Prestridge, S., & de Aldama, C. (2016). A Classification
Framework for Exploring Technology-Enabled Practice-
Frame TEP. Journal of Educational Computing Research,
0 (0) 1-21. DOI: 10.1177/0735633116636767
Lucy’s appropriation of digital games
Lucy’s appropriation of Reading Quest
Disruption:-
At a critical point for change described
by Nespor (1987) as in a ‘Gestalt shift’
“This time I'd like to try a game that you suggest is
better for them”.
Minecraft –afternoon rotations
Minecon
Lucy states:
I don't like to fail anything and I felt I didn’t do it right the first time. So I think
it's allowing yourself to know less than the kids, and learn from them
because I'm never going to be up with all of it anyway. I watch what they do.
There'll be more and more games that I won't be interested in either, but as
long as I can monitor it and keep an eye on them then I know that it's a good
thing, then that's all good. I also think it's finding the right game that lends
itself to lots of areas. I wouldn't have used the other game [Reading Quest]
as often or as intensely I suppose. It wouldn't have been a huge part of what
we did but this one, they just constantly talk about it, it drives me crazy.
Lucy’s appropriation of Minecraft
Jen’s appropriation of Ratchet and Clank
The volume for these two boys - like they
would be lucky to write half a page and
you'd be lucky that it would make sense.
Now they write up to two pages - and you
can follow it - and that's a big thing for them.
Because the picture is in their head, it's
clearer - they can follow the story rather
than making it up on their own and they
follow the story and it gives them that
sequence. So it's been good for them.
Jen’s appropriation of Ratchet and Clank
Jen’s appropriation of Temple Run
I	was	playing	Temple	Run	and	I	thought	
	actually	this	could	be	a	really	good	thing	
	because	it	just	happens	so	fast,	kids	could	
	play	and	use	short	sentences	like	blah,		
blah,	blah,	and	then	longer,	you	know	my		
heart	pounded	-	add	an	extra	clause	as	I		
blah,	blah,	blah.		So	I'm	thinking	Temple	Run	
	as	an	inspiraIon	to	see	if	they	can	apply	using		
those	short	sentences	for	dramaIc	effect	and		
then	also	using	embedded	clauses	to	write		
something	a	bit	bigger	
Teacher lead on whiteboard ----paired task
Jen’s appropriation of Temple Run
To think about:
•  Teachers initially chose a digital game that represented their
epistemological views and implemented using existing practices
(Lucy- Reading Quest: Jen- Ratchet and Clank).
•  Triggers for changed occurred based on Student outcomes:
§  Lucy – minecraft- change in beliefs & practice (to sandpit/concept application)
§  Jen-Temple run (no change in practice- choosing skill based outcomes limited
appropriation) change in beliefs
•  Low competency
•  PD- metacognitive approach to teacher preparation and development
Serious play website
Thank you
Dr Sarah Prestridge
School of Education and Professional Studies
Mt Gravatt Campus
Griffith University
s.prestridge@griffith.edu,au

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Pedagogical appropriation of digital games

  • 1. What happens when digital games are introduced in classrooms Dr Sarah Prestridge School of Education and Professional Studies Mt Gravatt Campus Griffith University s.prestridge@griffith.edu,au
  • 3. Overview of Presentation •  Serious Play project •  Focus on Teacher beliefs §  Teacher appropriation of digital games §  Analysis tool for classifying beliefs and practices •  Application to pre-service teachers
  • 4. Serious Play •  Serious Play: Digital Games, Learning and Literacy for twenty first century schooling. Funded by the Australian Research Council, over a three-year period (2012-2015) the project investigated what happened to literacy and learning, curriculum, pedagogy and assessment when digital games were introduced into schools.
  • 5. Research Questions 1.  the ways in which students with widely differing preferences and experiences with digital games and digital culture approached games-based teaching in the classroom; 2.  the ways in which the experience of game-play changed in classroom contexts; 3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical practices and approaches that best capitalised on the capacities of games to teach; 4.  the opportunity games provided for creativity, production, and innovation; 5.  digital literacies and the ways in which learning through games challenged and extended multimodal literacy learning; and 6.  an assessment framework which can be used to identify and support the multimodal literacies and e-learning capabilities made possible through the use, analysis, and creation of digital games.
  • 6. Research Questions 1.  the ways in which students with widely differing preferences and experiences with digital games and digital culture approached games-based teaching in the classroom; 2.  the ways in which the experience of game-play changed in classroom contexts; 3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical practices and approaches that best capitalised on the capacities of games to teach; 4.  the opportunity games provided for creativity, production, and innovation; 5.  digital literacies and the ways in which learning through games challenged and extended multimodal literacy learning; and 6.  an assessment framework which can be used to identify and support the multimodal literacies and e-learning capabilities made possible through the use, analysis, and creation of digital games.
  • 7. Research Methodology •  Queensland and Victoria—and five primary schools and five secondary schools. •  . The project games-based strands to guide teachers’ integration: §  the use of ‘serious’ and commercial digital games to support learning in the discipline areas; §  the critical analysis of digital games as text; §  the making of digital games to promote creativity.
  • 8. A teacher’s appropriation of a digital game
  • 9. Classifying teacher appropriation of digital games….. the ways teachers worked with digital games most effec3vely, and the kinds of pedagogical prac3ces and approaches that best capitalised on the capaci3es of games to teach
  • 10. Relationship between teacher beliefs and their practices with digital games •  Epistemological beliefs •  ICT Pedagogical beliefs •  ICT Pedagogical practices •  Student learning/outcomes •  Teacher competency
  • 13. ICT Pedagogical practices Kemmis et al 1977 & Ertmer et al 2012 Teacher Centred Mix-Primarily Mix –Primary Student Centred Revelatory Conjectual enables students to manipulate ideas and hypotheses to develop knowledge Instruc2onal Balanced acAviAes/knowledge in order for students to discover the concept divides the learning acAviAes into smaller units with use of posiAve/ negaAve feedback for correcAons
  • 15. Teacher ICT competency •  Low •  Medium •  High
  • 17. Further information on FrameTEP •  Prestridge, S., & de Aldama, C. (2016). A Classification Framework for Exploring Technology-Enabled Practice- Frame TEP. Journal of Educational Computing Research, 0 (0) 1-21. DOI: 10.1177/0735633116636767
  • 18. Lucy’s appropriation of digital games
  • 19. Lucy’s appropriation of Reading Quest
  • 20. Disruption:- At a critical point for change described by Nespor (1987) as in a ‘Gestalt shift’ “This time I'd like to try a game that you suggest is better for them”.
  • 22.
  • 24. Lucy states: I don't like to fail anything and I felt I didn’t do it right the first time. So I think it's allowing yourself to know less than the kids, and learn from them because I'm never going to be up with all of it anyway. I watch what they do. There'll be more and more games that I won't be interested in either, but as long as I can monitor it and keep an eye on them then I know that it's a good thing, then that's all good. I also think it's finding the right game that lends itself to lots of areas. I wouldn't have used the other game [Reading Quest] as often or as intensely I suppose. It wouldn't have been a huge part of what we did but this one, they just constantly talk about it, it drives me crazy.
  • 26. Jen’s appropriation of Ratchet and Clank The volume for these two boys - like they would be lucky to write half a page and you'd be lucky that it would make sense. Now they write up to two pages - and you can follow it - and that's a big thing for them. Because the picture is in their head, it's clearer - they can follow the story rather than making it up on their own and they follow the story and it gives them that sequence. So it's been good for them.
  • 27. Jen’s appropriation of Ratchet and Clank
  • 28. Jen’s appropriation of Temple Run I was playing Temple Run and I thought actually this could be a really good thing because it just happens so fast, kids could play and use short sentences like blah, blah, blah, and then longer, you know my heart pounded - add an extra clause as I blah, blah, blah. So I'm thinking Temple Run as an inspiraIon to see if they can apply using those short sentences for dramaIc effect and then also using embedded clauses to write something a bit bigger Teacher lead on whiteboard ----paired task
  • 30. To think about: •  Teachers initially chose a digital game that represented their epistemological views and implemented using existing practices (Lucy- Reading Quest: Jen- Ratchet and Clank). •  Triggers for changed occurred based on Student outcomes: §  Lucy – minecraft- change in beliefs & practice (to sandpit/concept application) §  Jen-Temple run (no change in practice- choosing skill based outcomes limited appropriation) change in beliefs •  Low competency •  PD- metacognitive approach to teacher preparation and development
  • 32. Thank you Dr Sarah Prestridge School of Education and Professional Studies Mt Gravatt Campus Griffith University s.prestridge@griffith.edu,au