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Innovative Pedagogies for ESD and
GCED:
Is Game-Based Learning the Future?
Paul Darvasi @pauldarvasi
Aleksander Isaksen Husøy @alhusoy
Sandhya Nankani @litsafari / @litsafariapps
Alexandr Iscenco, MEGA Co-founder
Eric Zimmerman
The rise of computers has paralleled the
resurgence of games in our culture. This is no
accident. Games like Chess, Go, and Parcheesi are
much like digital computers, machines for creating
and storing numerical states. In this sense,
computers didn’t create games; games created
computers.
- Eric Zimmerman
When information is put at play, game-like
experiences replace linear media. Media and culture
in the Ludic Century is increasingly systemic,
modular, customizable, and participatory. Games
embody all of these characteristics in a very direct
sense. Increasingly, the ways that people spend their
leisure time and consume art, design, and
entertainment will be games - or experiences very
much like games.
- Eric Zimmerman
Video Games as Art
Dr. Henry Jenkins
Games in Education
Nordahl Grieg Upper Secondary
@alhusoy
spillpedagogene.wordpress.com
CORE PRINCIPLES:
- Games in and of themselves have no magical or
miraculous properties
- Treat games like any other learning medium
- The teacher, not the game dev sets the
educational agenda
- Motivation/entertainment should never be the core
justification
- Learning outcome stems NOT primarily from
interaction between student and game
- Digital excursions - Allowing students to
experience the life of others
Empathetic learning
GAMES THEN …
The game of Chess is not merely an idle amusement. Several very
valuable qualities of the mind, useful in the course of human life, are to
be acquired or strengthened by it, so as to become habits, ready on all
occasions . . . we learn by Chess the habit of not being discouraged by
present bad appearances in the state of our affairs, the habit of hoping
for a favourable change, and that of persevering in the search of
resources.
—Benjamin Franklin, “The Morals of Chess”
GAMES NOW …
Source: Joan Ganz Cooney Center
Sesame Workshop
GAMES FOR CHANGE
Kids who play multi-player games online are more likely to have a positive attitude toward people from
another country: 62 percent of online gamers hold a favorable view of people from different cultures
compared to 50 percent of non-gamers.
– Online Gaming and Youth Cultural Perceptions survey, Ireland, Killian Forde and Catherine Kenny
THE PRODUCER’S CHALLENGE
“
“Imagine if we could build learning
games that provided the same kinds of
complex motor and cognitive demands as
fast paced action games while featuring
narrative content that was curricularly
relevant. Games all feature stories laid
atop interactive mechanics. One
approach to learning games might be to
build narratives that reinforce
educational content while employing the
same familiar game mechanics. Teachers
could also have students imagine how
existing commercial game narratives might be
retold to be relevant to class content.”
– Jordan Shapiro, MindShift Guide to Games and Learning
AT THE CORE IS STORYTELLING
BIG BELLY BUSINESS, LIBERIA
LOW-LITERACY WHAT TO EXPECT WHEN YOU’RE EXPECTING
BEHIND THE SCENES
OPPORTUNITY FOR ALL?
“
Source: Joan Ganz Cooney Center, Sesame Workshop
CULTIVATING A GAME MINDSET
Quest to Learn, NYC
A GAME MINDSET IN
LOW TECH ENVIRONMENTS
WWW.JOINKIDMAP.ORG
Kids Inclusive and Diverse Media Action Project
Resources on GBL
• www.IKTipraksis.no (Guides/lesson plans to using non-ed games)
• http://store.steampowered.com/curator/7389497-Extra-Credits-EDU/
• www.etc.cmu.edu/ - Carnegie Mellon
• www.gamesforchange.org/play/ (games organized by ages and topics)
• www.commonsensemedia.org/game-reviews (Curated learning games rated by educators)
• https://killscreen.com/ (Quality game journalism)
• http://www.polygon.com/
• http://www.teachapps.org - National Literacy Trust, UK
• http://teacherswithapps.org - Reviews for and by teachers
• http://www.childrenstech.org - Children’s Technology Review
• http://megageneration.com - Example of game-based e-learning for ESD: MEGA Game
• https://www.khanacademy.org - Example of gamification-based e-learning: Khan Academy
• http://peace.americancouncils.md - Games on conflict resolution and peace building
• https://www.coursera.org/certificate/gamification - Course on introduction into gamification
• http://www.joinkidmap.org - forthcoming checklist for evaluating children’s media w/ratings

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Innovative Pedagogies for ESD and GCED - UNESCO

  • 1. Innovative Pedagogies for ESD and GCED: Is Game-Based Learning the Future? Paul Darvasi @pauldarvasi Aleksander Isaksen Husøy @alhusoy Sandhya Nankani @litsafari / @litsafariapps Alexandr Iscenco, MEGA Co-founder
  • 3. The rise of computers has paralleled the resurgence of games in our culture. This is no accident. Games like Chess, Go, and Parcheesi are much like digital computers, machines for creating and storing numerical states. In this sense, computers didn’t create games; games created computers. - Eric Zimmerman
  • 4. When information is put at play, game-like experiences replace linear media. Media and culture in the Ludic Century is increasingly systemic, modular, customizable, and participatory. Games embody all of these characteristics in a very direct sense. Increasingly, the ways that people spend their leisure time and consume art, design, and entertainment will be games - or experiences very much like games. - Eric Zimmerman
  • 7. Games in Education Nordahl Grieg Upper Secondary @alhusoy spillpedagogene.wordpress.com CORE PRINCIPLES: - Games in and of themselves have no magical or miraculous properties - Treat games like any other learning medium - The teacher, not the game dev sets the educational agenda - Motivation/entertainment should never be the core justification - Learning outcome stems NOT primarily from interaction between student and game - Digital excursions - Allowing students to experience the life of others
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  • 10. GAMES THEN … The game of Chess is not merely an idle amusement. Several very valuable qualities of the mind, useful in the course of human life, are to be acquired or strengthened by it, so as to become habits, ready on all occasions . . . we learn by Chess the habit of not being discouraged by present bad appearances in the state of our affairs, the habit of hoping for a favourable change, and that of persevering in the search of resources. —Benjamin Franklin, “The Morals of Chess”
  • 11. GAMES NOW … Source: Joan Ganz Cooney Center Sesame Workshop
  • 12. GAMES FOR CHANGE Kids who play multi-player games online are more likely to have a positive attitude toward people from another country: 62 percent of online gamers hold a favorable view of people from different cultures compared to 50 percent of non-gamers. – Online Gaming and Youth Cultural Perceptions survey, Ireland, Killian Forde and Catherine Kenny
  • 13. THE PRODUCER’S CHALLENGE “ “Imagine if we could build learning games that provided the same kinds of complex motor and cognitive demands as fast paced action games while featuring narrative content that was curricularly relevant. Games all feature stories laid atop interactive mechanics. One approach to learning games might be to build narratives that reinforce educational content while employing the same familiar game mechanics. Teachers could also have students imagine how existing commercial game narratives might be retold to be relevant to class content.” – Jordan Shapiro, MindShift Guide to Games and Learning
  • 14. AT THE CORE IS STORYTELLING BIG BELLY BUSINESS, LIBERIA LOW-LITERACY WHAT TO EXPECT WHEN YOU’RE EXPECTING
  • 16. OPPORTUNITY FOR ALL? “ Source: Joan Ganz Cooney Center, Sesame Workshop
  • 17. CULTIVATING A GAME MINDSET Quest to Learn, NYC
  • 18. A GAME MINDSET IN LOW TECH ENVIRONMENTS
  • 19. WWW.JOINKIDMAP.ORG Kids Inclusive and Diverse Media Action Project
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  • 31. Resources on GBL • www.IKTipraksis.no (Guides/lesson plans to using non-ed games) • http://store.steampowered.com/curator/7389497-Extra-Credits-EDU/ • www.etc.cmu.edu/ - Carnegie Mellon • www.gamesforchange.org/play/ (games organized by ages and topics) • www.commonsensemedia.org/game-reviews (Curated learning games rated by educators) • https://killscreen.com/ (Quality game journalism) • http://www.polygon.com/ • http://www.teachapps.org - National Literacy Trust, UK • http://teacherswithapps.org - Reviews for and by teachers • http://www.childrenstech.org - Children’s Technology Review • http://megageneration.com - Example of game-based e-learning for ESD: MEGA Game • https://www.khanacademy.org - Example of gamification-based e-learning: Khan Academy • http://peace.americancouncils.md - Games on conflict resolution and peace building • https://www.coursera.org/certificate/gamification - Course on introduction into gamification • http://www.joinkidmap.org - forthcoming checklist for evaluating children’s media w/ratings