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GAMING,
SCHOOLING AND
KNOWING
Thorkild Hanghøj
Assistant Professor, PhD

Institute for Curriculum Research
Danish School of Education
University of Aarhus, Copenhagen
SOME BACKGROUND
 PhD: Playful Knowledge – educational gaming as a dynamic interplay of
  knowledge traditions

 Serious Games on a Global Market Place (2007-11)
    Birgitte Holm Sørensen, Bente Meyer, Rikke Magnussen, and Mikala Hansbøl
    Exploring Mingoville and Global Conflicts in various national contexts
    Classroom perspectives + policy perspectives


 My primary focus: Game-Based Teaching
PLAN
 Problem: Why are things moving so slowly?!


 Time to move beyond celebration & understand the “barriers”


 Teachers = gate keepers, “the ultimate change agents” (Bruner, 1996)


 Empirical examples of teaching with games


 Recommendations for “next-best practices”
GAMES AND MOTIVATION
•    Games are motivational – they are often seen as a “fix” that can
    remedy the problems of schooling


•    But games are also boring, tedious, time-consuming, repetetive,
    temporary, one-off events


•   Games are always engaging in relation to something – i.e. girls trying
    out their own game design (picture)
THE GAME IN THE BOX
•   Essentialism – how we become seduced by the magic circle of games


•    Black boxing: we tend to conceptualise games in terms of fixed
    categories


•   We need to describe the messy reality of actual gaming and teaching
    practices
GAMES AS LEARNING MACHINES
•    Naturalistic fallacy: both computers and games represent “machines”
    with measurable outcomes, which implies that we can also measure
    learning outcomes!


•    Even though games may be great for “training” basic math and literacy
    skills, they are poor at facilitating critical reflection


• Myhring: “the students don’t learn from the games, but from the ways in
    which the games are taught”
GAMES FOR EVERYTHING...
•   Very weak evidence of learning transfer from game domains to other
    domains

•   We have been too optimistic about what games can be used for
    (when mapped to the curriculum)


•   We should be more precise and talk more about limitations – what
    we cannot learn from particular games
GAMING VS. SCHOOLING
•   There has been a strong tendency to link games with a necessary
    revolution of schools in order to prepare for 21st century skills blah blah.


• There are great examples of how schools and curricula can be transformed,
    but these things take time and must be carefully studied and documented.
    Especially the curriclua of secondary schools seems to be a problem.


• So we need to understand how games can be integrated into everyday
    classroom practices, otherwise they are not going to end up being used
    other than in an neverending series of exotic or isolated research projects
FOLLOWING THE GAME INDUSTRY
•   One of the most common arguments is to focus on and teach the most
    popular games such as WoW


•    However, WoW may not be that suited for educational purposes:
    price, time, server, different levels of expertise, lack of overview...


•    Instead, we need to develop a better sensibility of how to develop
    and/or select games that might fit with particular goals
THE ’FOLK THEORIES’ OF GBL
1. Fun factor


2. The game in the box


3. Games as learning machines


4. Games for everything


5. School is boring, games are great


6. We must follow the industry
THE BIG QUESTIONS
We need to ask ourselves:


 Why we want to teach with games


 What genre/type of games


 What competencies we expect students to develop


 How we intend to do it


 and how we can assess what the students have learned
GBT APPROACHES
 Teaching with games
    Learning games (serious games, edutainment…)
    COTS games



 Teaching about games
    Analysing game genres, narratives, characters etc.



 Teaching by designing games
    Creative forms of media production


 Teaching game design as way of linking theory and practice
    Designing games as answers to professional challenges
WHO HAS A LOT OF THINGS TO DO?
Who must….

 evaluate and select the games?
 take time to play and understand the games?
 map the games with curricular aims?
 find the time for the game sessions?
 ensure that the technology is working?
 facilitate the games?
 promote the students’ reflective thinking?
 assess the students’ learning outcomes?
… THE TEACHERS!
 Crucial gate keepers


 Reflective practioners (Schön)


 C1: Teaching practices
 C2: Planning and designing
 C3: Theorising and communicating


 The ability to re-design the use of games in relation to different aims
The shifting roles of game-based teaching

                   CURRICULAR AIMS


              Instructor      Guide
 TEACHER-                                TEACHER-
 STUDENT                                  PLAYER
PERSPECTIVE                             PERSPECTIVE
              Explorer      Playmaker


                   GAME SCENARIO
GAMING AND KNOWING
 Gaming can be understood as a multimodal form of inquiry, where the
  player/student moves from knowledge to “knowing” (Dewey)


 Educational gaming involves a dynamic interplay of different knowledge
  traditions (Barth, 2002), which consists of:


 Assertions                       Ideas, values, beliefs, emotions
 Modes of communication           Media, technologies, modalities
 Social organisation              Roles, relations, power
Game-specific
Specialised
                                                knowledge domains
knowledge domains
(i.e. teaching)




                       Educational
                         gaming




“School-only”                                   Non-specialised
knowledge domains                               knowledge domains


          The knowledge domains of educational gaming
                       (Hanghøj, in review)
EXAMPLE: GLOBAL CONFLICTS
Classroom observations and interviews with 19 teachers (DK, N, UK)
Design interventions: Teachers as first-time users


The teachers often facilitated the GC games rather passively – i.e. by
  ”looking over the shoulders”


 Technical difficulties (installation, broadband etc.)
 The game design as a ”black box” (difficult to assess/get an overview)
 The teachers’ lack of knowledge of the game (and 3D games in general)
 The lack of clear curricular goals for the game sessions
19
GC: CLASH OF EXPECTATIONS
Most teachers expected that many of the boys would become very
engaged in the GC games due to their existing interest in games


However, several of the boys were clearly put off by the game due to its
limited interactivity and relatively large amount of text to be read


At the same time, other studens responded quite positively to the game
and wrote journalistic articles, which were well-received by the teachers

Resulted in a clash between different expectations/knowledge domains
GC: THE TEACHERS AS RE-DESIGNER
Case: Mark, an English teacher of ICT, was an avid gamer and taught
game design both at secondary and upper secondary school


 Re-designed and experimented with the educational goals
 Clearly communicated the game goals and game dynamics
 Interrupted the game: ”Stop! This is not a click-a-thon!”
 Reflected on the GC game as a process of inquiry, which differed
  from other forms of inquiry-based teaching
T: So what possibility can you see for using
 computer games in school?

M: Well I think that we can use them all the
 time. We can use them for learning, you can
 do it for exploration, you can do it for your
 students’ own independent understanding of
 things.You can search for bias, you can
 search for opinions, you can interact in ways
 that you’re not able to do…
EXAMPLE: PENUMBRA

So – how to teach about games in basic way?

 Case: Andreas created a lesson plan for his 9th grade that
  involved the demo for Penumbra – a 3D adventure/horror game

 ”Scariest part”: http://www.youtube.com/watch?v=LYiiVmSydM8
WORKING WITH THE GAME
 The students were grouped in pairs with head phones and placed
  with a laptop in the (dark) basement of the school.

 Each group were asked to play the demo and write down a scene
  from the game in the horror genre using their own words

 Each group selected a sentence, which was discussed in the class
  in order to determine “the quality of the horror language”

 The students became engaged in the game, but also in the writing
  process and the discussion that followed afterwards
BREAKING OUT OF THE BOX

 The example shows how games should not be seen as ends
  in themselves

 Relation to curricular aims
    Develop an understaning of computer games as a type of text
    Develop a broader understanding of genres
    Develop linguistic awareness
    Develop creative writing skills
“NEXT-BEST PRACTICES”
Teachers should be able to...


 Develop basic understanding of game genres – form, content,
  function
 Be able to set and communicate clear goals
 Facilitate game sessions through guided inquiry
 Explore students’ game-based knowledge forms
 Adopt transparent forms of assessment (competencies vs. skills)


 Are these realistic goals...?
WHY TEACH WITH GAMES?

The three C’s:
 Learning students a cultural understanding of games
 Learning students to be creative media producers

 Learning students to be critical gamers (cf. Burn & Durran, 2007)


But also:
 Learning to develop   scenario competence in relation to
  particular knowledge domains – i.e. politics, human rights, language,
  math, science etc. (cf. Hanghøj, 2008)
THE FUTURE AGENDA

 Develop better relationships between theory and practice


 More contextualised studies of educational gaming


 Describe how teachers are able to re-design games for
  various educational purposes
TO BE CONTINUED...

 Post and share your examples of Game-Based Teaching at:


               gamebasedteaching.ning.com

 Discussion: “Examples: Sharing game-based teaching
  practices”

 Any examples are welcome! Or mail me at: tha@dpu.dk
SOME REFERENCES
 Barth, 2002. ”An Anthropology of Knowledge”. Curr Anthropology 43(1).
 Buckingham, D. (2007). Beyond Technology. Wiley-Blackwell.
 Burn, A. & J. Durran (2007). Media Literacy in Schools. Paul Chapman.
 Hanghøj, T. (2008). Playful Knowledge – An Explorative Study of Educational
  Gaming. PhD Dissertation. University of Southern Denmark.
 Hanghøj, T. (in review). ”Clashing and Emerging Genres: The interplay of
  knowledge forms in educational gaming”. Designs for Learning.
 Hanghøj, T. & C. E. Brund (2010): ”Teacher Roles and Positions in
  Relation to Educational Games”. ECGBL 2010 Proceedings.
 Hanghøj, T. & B. Meyer (2010). ”How to Study Something That Does Not
  (Yet) Exist: Making Design Interventions With Educational Games”.
  ECGBL 2010 Proceedings.

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Gaming, Schooling and Knowing

  • 1. GAMING, SCHOOLING AND KNOWING Thorkild Hanghøj Assistant Professor, PhD Institute for Curriculum Research Danish School of Education University of Aarhus, Copenhagen
  • 2. SOME BACKGROUND  PhD: Playful Knowledge – educational gaming as a dynamic interplay of knowledge traditions  Serious Games on a Global Market Place (2007-11)  Birgitte Holm Sørensen, Bente Meyer, Rikke Magnussen, and Mikala Hansbøl  Exploring Mingoville and Global Conflicts in various national contexts  Classroom perspectives + policy perspectives  My primary focus: Game-Based Teaching
  • 3. PLAN  Problem: Why are things moving so slowly?!  Time to move beyond celebration & understand the “barriers”  Teachers = gate keepers, “the ultimate change agents” (Bruner, 1996)  Empirical examples of teaching with games  Recommendations for “next-best practices”
  • 4. GAMES AND MOTIVATION • Games are motivational – they are often seen as a “fix” that can remedy the problems of schooling • But games are also boring, tedious, time-consuming, repetetive, temporary, one-off events • Games are always engaging in relation to something – i.e. girls trying out their own game design (picture)
  • 5. THE GAME IN THE BOX • Essentialism – how we become seduced by the magic circle of games • Black boxing: we tend to conceptualise games in terms of fixed categories • We need to describe the messy reality of actual gaming and teaching practices
  • 6. GAMES AS LEARNING MACHINES • Naturalistic fallacy: both computers and games represent “machines” with measurable outcomes, which implies that we can also measure learning outcomes! • Even though games may be great for “training” basic math and literacy skills, they are poor at facilitating critical reflection • Myhring: “the students don’t learn from the games, but from the ways in which the games are taught”
  • 7. GAMES FOR EVERYTHING... • Very weak evidence of learning transfer from game domains to other domains • We have been too optimistic about what games can be used for (when mapped to the curriculum) • We should be more precise and talk more about limitations – what we cannot learn from particular games
  • 8. GAMING VS. SCHOOLING • There has been a strong tendency to link games with a necessary revolution of schools in order to prepare for 21st century skills blah blah. • There are great examples of how schools and curricula can be transformed, but these things take time and must be carefully studied and documented. Especially the curriclua of secondary schools seems to be a problem. • So we need to understand how games can be integrated into everyday classroom practices, otherwise they are not going to end up being used other than in an neverending series of exotic or isolated research projects
  • 9. FOLLOWING THE GAME INDUSTRY • One of the most common arguments is to focus on and teach the most popular games such as WoW • However, WoW may not be that suited for educational purposes: price, time, server, different levels of expertise, lack of overview... • Instead, we need to develop a better sensibility of how to develop and/or select games that might fit with particular goals
  • 10. THE ’FOLK THEORIES’ OF GBL 1. Fun factor 2. The game in the box 3. Games as learning machines 4. Games for everything 5. School is boring, games are great 6. We must follow the industry
  • 11. THE BIG QUESTIONS We need to ask ourselves:  Why we want to teach with games  What genre/type of games  What competencies we expect students to develop  How we intend to do it  and how we can assess what the students have learned
  • 12. GBT APPROACHES  Teaching with games  Learning games (serious games, edutainment…)  COTS games  Teaching about games  Analysing game genres, narratives, characters etc.  Teaching by designing games  Creative forms of media production  Teaching game design as way of linking theory and practice  Designing games as answers to professional challenges
  • 13. WHO HAS A LOT OF THINGS TO DO? Who must….  evaluate and select the games?  take time to play and understand the games?  map the games with curricular aims?  find the time for the game sessions?  ensure that the technology is working?  facilitate the games?  promote the students’ reflective thinking?  assess the students’ learning outcomes?
  • 14. … THE TEACHERS!  Crucial gate keepers  Reflective practioners (Schön)  C1: Teaching practices  C2: Planning and designing  C3: Theorising and communicating  The ability to re-design the use of games in relation to different aims
  • 15. The shifting roles of game-based teaching CURRICULAR AIMS Instructor Guide TEACHER- TEACHER- STUDENT PLAYER PERSPECTIVE PERSPECTIVE Explorer Playmaker GAME SCENARIO
  • 16. GAMING AND KNOWING  Gaming can be understood as a multimodal form of inquiry, where the player/student moves from knowledge to “knowing” (Dewey)  Educational gaming involves a dynamic interplay of different knowledge traditions (Barth, 2002), which consists of:  Assertions Ideas, values, beliefs, emotions  Modes of communication Media, technologies, modalities  Social organisation Roles, relations, power
  • 17. Game-specific Specialised knowledge domains knowledge domains (i.e. teaching) Educational gaming “School-only” Non-specialised knowledge domains knowledge domains The knowledge domains of educational gaming (Hanghøj, in review)
  • 18. EXAMPLE: GLOBAL CONFLICTS Classroom observations and interviews with 19 teachers (DK, N, UK) Design interventions: Teachers as first-time users The teachers often facilitated the GC games rather passively – i.e. by ”looking over the shoulders”  Technical difficulties (installation, broadband etc.)  The game design as a ”black box” (difficult to assess/get an overview)  The teachers’ lack of knowledge of the game (and 3D games in general)  The lack of clear curricular goals for the game sessions
  • 19. 19
  • 20. GC: CLASH OF EXPECTATIONS Most teachers expected that many of the boys would become very engaged in the GC games due to their existing interest in games However, several of the boys were clearly put off by the game due to its limited interactivity and relatively large amount of text to be read At the same time, other studens responded quite positively to the game and wrote journalistic articles, which were well-received by the teachers Resulted in a clash between different expectations/knowledge domains
  • 21. GC: THE TEACHERS AS RE-DESIGNER Case: Mark, an English teacher of ICT, was an avid gamer and taught game design both at secondary and upper secondary school  Re-designed and experimented with the educational goals  Clearly communicated the game goals and game dynamics  Interrupted the game: ”Stop! This is not a click-a-thon!”  Reflected on the GC game as a process of inquiry, which differed from other forms of inquiry-based teaching
  • 22. T: So what possibility can you see for using computer games in school? M: Well I think that we can use them all the time. We can use them for learning, you can do it for exploration, you can do it for your students’ own independent understanding of things.You can search for bias, you can search for opinions, you can interact in ways that you’re not able to do…
  • 23. EXAMPLE: PENUMBRA So – how to teach about games in basic way?  Case: Andreas created a lesson plan for his 9th grade that involved the demo for Penumbra – a 3D adventure/horror game  ”Scariest part”: http://www.youtube.com/watch?v=LYiiVmSydM8
  • 24. WORKING WITH THE GAME  The students were grouped in pairs with head phones and placed with a laptop in the (dark) basement of the school.  Each group were asked to play the demo and write down a scene from the game in the horror genre using their own words  Each group selected a sentence, which was discussed in the class in order to determine “the quality of the horror language”  The students became engaged in the game, but also in the writing process and the discussion that followed afterwards
  • 25. BREAKING OUT OF THE BOX  The example shows how games should not be seen as ends in themselves  Relation to curricular aims  Develop an understaning of computer games as a type of text  Develop a broader understanding of genres  Develop linguistic awareness  Develop creative writing skills
  • 26. “NEXT-BEST PRACTICES” Teachers should be able to...  Develop basic understanding of game genres – form, content, function  Be able to set and communicate clear goals  Facilitate game sessions through guided inquiry  Explore students’ game-based knowledge forms  Adopt transparent forms of assessment (competencies vs. skills)  Are these realistic goals...?
  • 27. WHY TEACH WITH GAMES? The three C’s:  Learning students a cultural understanding of games  Learning students to be creative media producers  Learning students to be critical gamers (cf. Burn & Durran, 2007) But also:  Learning to develop scenario competence in relation to particular knowledge domains – i.e. politics, human rights, language, math, science etc. (cf. Hanghøj, 2008)
  • 28. THE FUTURE AGENDA  Develop better relationships between theory and practice  More contextualised studies of educational gaming  Describe how teachers are able to re-design games for various educational purposes
  • 29. TO BE CONTINUED...  Post and share your examples of Game-Based Teaching at: gamebasedteaching.ning.com  Discussion: “Examples: Sharing game-based teaching practices”  Any examples are welcome! Or mail me at: tha@dpu.dk
  • 30. SOME REFERENCES  Barth, 2002. ”An Anthropology of Knowledge”. Curr Anthropology 43(1).  Buckingham, D. (2007). Beyond Technology. Wiley-Blackwell.  Burn, A. & J. Durran (2007). Media Literacy in Schools. Paul Chapman.  Hanghøj, T. (2008). Playful Knowledge – An Explorative Study of Educational Gaming. PhD Dissertation. University of Southern Denmark.  Hanghøj, T. (in review). ”Clashing and Emerging Genres: The interplay of knowledge forms in educational gaming”. Designs for Learning.  Hanghøj, T. & C. E. Brund (2010): ”Teacher Roles and Positions in Relation to Educational Games”. ECGBL 2010 Proceedings.  Hanghøj, T. & B. Meyer (2010). ”How to Study Something That Does Not (Yet) Exist: Making Design Interventions With Educational Games”. ECGBL 2010 Proceedings.