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To what extent do serious games
foster risk taking as an innovation
skill?
            Helen Smith (PhD student-AIT)
Barriers to risk taking in the
classroom
• High stakes assessment and the fear of
  failure
• Time
• Resources
• Individual skills of the teacher
• Political rhetoric and controls over
  pedagogical practice
Can we create a learning environment….
              •   That is engaging?
              •   That engages young people
                  in real world problems?
              •   That allows them to see the
                  links between global
                  problems and science and
                  technology?
              •   That allows students to work
                  creatively and
                  collaboratively ?
              •   That allows them to freely
                  take risks?
Positive educational features
                         of computer games
Mirror constructivist learning models that students:
•Face uncertainty as to outcome of the task
•Recieve in time feedback
•Actively construct knowledge
•Can work co-operatively
•Are self-regulated learners
•Experience situations within the games that
resemble real-life or authentic situations.
Some more positive educational features of computer
 games…
Players experience ‘fun failure’ (McGonigal,
2011)
Games engage the ‘digital natives’ of
contemporary society (Prensky,1996)
Games allow for a state of creative ‘flow’
(Csikszentmihalyi, 2003)
Could serious
           games be even
              better?

14.01.13                    8
Theories of persuasive design (Fogg,
2002 and Bogost, 2007) suggest that
serious games are not value neutral and
that players are anchored in an
ideological position through a series of
processes

Does this lead to greater levels of
engagement than traditional educational
games?
14.01.13   10
14.01.13   11
Many serious games model the ‘Science-
Technology-Society’ nexus typified by
the work of Carl Mitcham (1994, 2001)

What are the implications of
climate change?

Scarce resources?

What would be peoples lived
experiences?
14.01.13c                             12
14.01.13   13
Games for Change and Games
                for Good
                   Increase capacity for
                   social innovation?

                   Collaboration beyond
                   the game in socially
                   innovative practices?

                   Real engagement in
                   issues around science
14.01.13
                   & sustainability?       15
• Engaged as both
                    creators and players
                    of serious games?
                  • Are more motivated
    Young women     by the social
    & Serious       aspects of science
    Gaming          and technology?
                  • Increase in serious
                    games that touch
                    upon the social
14.01.13
                    position of women?16
„I foresee games that fix our educational
systems... I foresee games that raise rates
of democratic participation. I foresee
games that tackle global scale problems
like climate change and poverty. In short, I
foresee games that augment our most
essential human capabilities- to be happy,
resilient, creative- and empower us to
change the world in meaningful ways“

Jane McGonigal Why Games Make Us Better
and How They Can Change the World (2011 )
 14.01.13                                      17
Why are some of our young people fearful of taking
intellectual risks?

*psychological disposition
*a lack of cultural capital
*the consequence of living in a risk averse culture

What might be the limitations of serious games?

Could you apply the same principles of game based
learning to a non virtual environment with the same
degree of success?

What place can serious games have in the future of
educating our young people?
14.01.13                                              18
Thank you for listening…

Helen.Smith.fl@ait.ac.at



14.01.13                   19

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Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 

Helen Smith Serious Games

  • 1. To what extent do serious games foster risk taking as an innovation skill? Helen Smith (PhD student-AIT)
  • 2. Barriers to risk taking in the classroom • High stakes assessment and the fear of failure • Time • Resources • Individual skills of the teacher • Political rhetoric and controls over pedagogical practice
  • 3. Can we create a learning environment…. • That is engaging? • That engages young people in real world problems? • That allows them to see the links between global problems and science and technology? • That allows students to work creatively and collaboratively ? • That allows them to freely take risks?
  • 4. Positive educational features of computer games Mirror constructivist learning models that students: •Face uncertainty as to outcome of the task •Recieve in time feedback •Actively construct knowledge •Can work co-operatively •Are self-regulated learners •Experience situations within the games that resemble real-life or authentic situations.
  • 5. Some more positive educational features of computer games… Players experience ‘fun failure’ (McGonigal, 2011)
  • 6. Games engage the ‘digital natives’ of contemporary society (Prensky,1996)
  • 7. Games allow for a state of creative ‘flow’ (Csikszentmihalyi, 2003)
  • 8. Could serious games be even better? 14.01.13 8
  • 9. Theories of persuasive design (Fogg, 2002 and Bogost, 2007) suggest that serious games are not value neutral and that players are anchored in an ideological position through a series of processes Does this lead to greater levels of engagement than traditional educational games?
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  • 12. Many serious games model the ‘Science- Technology-Society’ nexus typified by the work of Carl Mitcham (1994, 2001) What are the implications of climate change? Scarce resources? What would be peoples lived experiences? 14.01.13c 12
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  • 15. Games for Change and Games for Good Increase capacity for social innovation? Collaboration beyond the game in socially innovative practices? Real engagement in issues around science 14.01.13 & sustainability? 15
  • 16. • Engaged as both creators and players of serious games? • Are more motivated Young women by the social & Serious aspects of science Gaming and technology? • Increase in serious games that touch upon the social 14.01.13 position of women?16
  • 17. „I foresee games that fix our educational systems... I foresee games that raise rates of democratic participation. I foresee games that tackle global scale problems like climate change and poverty. In short, I foresee games that augment our most essential human capabilities- to be happy, resilient, creative- and empower us to change the world in meaningful ways“ Jane McGonigal Why Games Make Us Better and How They Can Change the World (2011 ) 14.01.13 17
  • 18. Why are some of our young people fearful of taking intellectual risks? *psychological disposition *a lack of cultural capital *the consequence of living in a risk averse culture What might be the limitations of serious games? Could you apply the same principles of game based learning to a non virtual environment with the same degree of success? What place can serious games have in the future of educating our young people? 14.01.13 18
  • 19. Thank you for listening… Helen.Smith.fl@ait.ac.at 14.01.13 19