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Volume Two - Academic Conferences

Volume Two - Academic Conferences

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Thomas Putz<br />

The player struggles to meet challenges in an uncertain situation (c.f. Fabricatore, 2000, Prensky,<br />

2001, Salen and Zimmerman, 2004), using the phone to co-operate and collaborate with others in<br />

identifying critical issues and proposing solutions (c.f. Senge, 1990, Small, 2000).<br />

The activity takes place in a context directly relevant to their course of study (c.f. Knowles, 1990).<br />

Feedback takes various forms (c.f. Race,1994, Prensky, 2001): system score, based on time<br />

taken, and teacher feedback, geared to generic learning objectives (Anderson and Krathwohl,<br />

2001) and any specific intended learning outcomes that the teacher may negotiate with the<br />

students. There is also the option of supporting peer feedback in an in-game blog discussion.<br />

Figure 6: Gameplay “Get Real”<br />

Figure 7: Inquiry based learning<br />

633

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