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.