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

 Digital immigrants & Digital
  Natives(Prensky, 2001)
 Teaching styles & learning styles (Becker 2006)

 Formal learning and informal learning

 Surface Learning & deep learning

 Students’ Intrinsic & extrinsic motivation

 Direct instruction & Inductive teaching style

 Linear modes & inclusive, collaborative modes

No single theory, different ways of learning &
teaching
Behaviourist Model of gaming
   Behaviouristic = repetitive associations to
    contiguous stimuli (pattern) for reinforcement
     Logical presentation of content
     Requirement of overt responses

     Feedback right/wrong and optional score

   Consolidates grammar, vocabulary, spelling
   Often disconnected from learning experience
   See MingoVille (5-13 y-o) – Sequitur, Hotpotatoes
   Precursor of digital games (reinforcement –
    PC=tutor)
   Little interaction & reflection on learning
Cognitivist/Constructivist
Models
   Cognitivist tenets are
     Symbol manipulation and transformation
     Direct instruction and practice (behaviorism)

   Constructivist tenets are:
     Puzzlement is stimulus for learning
     Interaction with the environment/task problem
     Social negotiation with others
     Personal evaluation and scaffolded reflection to solve
      problems and advance knowledge
    (hunts, murder mysteries, simulations)
Some MMORPG used in (socio) constructivist
approaches:
    , The Sims 3 , (9-16)
In a nut shell (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
   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 & Tools
Games characteristics
(Prensky, 2001)

   Goals and objectives
   Rules
   Conflict, competition, challenge and opposition
   Interaction
   Outcome and feedback
   The representation of a story
   Some games and virtual environments used in
    education
       MinecraftEdu, (widely used in primary, secondary
        education)
       SecondLife, (soft and hard sciences)
       WoW (wow in Schools wiki)
       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.

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Serious Gaming 4 Learning Models

  • 1. SERIOUS GAMING 4 SERIOUS LEARNING Bridging the gap?
  • 2. What bridge?  Digital immigrants & Digital Natives(Prensky, 2001)  Teaching styles & learning styles (Becker 2006)  Formal learning and informal learning  Surface Learning & deep learning  Students’ Intrinsic & extrinsic motivation  Direct instruction & Inductive teaching style  Linear modes & inclusive, collaborative modes No single theory, different ways of learning & teaching
  • 3. Behaviourist Model of gaming  Behaviouristic = repetitive associations to contiguous stimuli (pattern) for reinforcement  Logical presentation of content  Requirement of overt responses  Feedback right/wrong and optional score  Consolidates grammar, vocabulary, spelling  Often disconnected from learning experience  See MingoVille (5-13 y-o) – Sequitur, Hotpotatoes  Precursor of digital games (reinforcement – PC=tutor)  Little interaction & reflection on learning
  • 4. Cognitivist/Constructivist Models  Cognitivist tenets are  Symbol manipulation and transformation  Direct instruction and practice (behaviorism)  Constructivist tenets are:  Puzzlement is stimulus for learning  Interaction with the environment/task problem  Social negotiation with others  Personal evaluation and scaffolded reflection to solve problems and advance knowledge (hunts, murder mysteries, simulations) Some MMORPG used in (socio) constructivist approaches: , The Sims 3 , (9-16)
  • 5. In a nut shell (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
  • 6. The situated perspective  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 & Tools
  • 7. Games characteristics (Prensky, 2001)  Goals and objectives  Rules  Conflict, competition, challenge and opposition  Interaction  Outcome and feedback  The representation of a story  Some games and virtual environments used in education  MinecraftEdu, (widely used in primary, secondary education)  SecondLife, (soft and hard sciences)  WoW (wow in Schools wiki)  Atlantis Remixed (9-16 y-o)  Civilization V
  • 8. 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)
  • 9. 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
  • 10. 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.