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The impact of ICT in schools - a landscape review - nationalarchives ...

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and who expect to have the opportunity to use<br />

the technologies <strong>in</strong> their classrooms.<br />

Prensky argues that there is an opportunity for<br />

teachers to capitalise on the motivation that<br />

mobile technologies generate. To do so, they have<br />

to take the pr<strong>in</strong>ciples <strong>of</strong> gam<strong>in</strong>g and comb<strong>in</strong>e<br />

them with the content that they want pupils to<br />

learn. Games, he argues, allow for multiple players<br />

and encourage creative th<strong>in</strong>k<strong>in</strong>g, collaboration<br />

and competition – all <strong>of</strong> which can be used to<br />

enhance learn<strong>in</strong>g <strong>in</strong> the classroom. <strong>The</strong>y can and<br />

should, accord<strong>in</strong>g to Prensky, be developed for use<br />

by pupils on mobile phones. <strong>The</strong> key task is to<br />

transform the features <strong>of</strong> games <strong>in</strong>to educationallyoriented<br />

transferable knowledge and to identify<br />

ways this can be achieved across the curriculum.<br />

For games, and for <strong>ICT</strong> use <strong>in</strong> general, the issues<br />

around motivation, the translation <strong>of</strong> motivation<br />

<strong>in</strong>to greater understand<strong>in</strong>g and, eventually,<br />

atta<strong>in</strong>ment, appear to be more complex than this<br />

might imply, as earlier discussion <strong>in</strong>dicated. We<br />

need to understand better how <strong>ICT</strong> <strong>in</strong>teracts with<br />

learn<strong>in</strong>g and how teachers can develop effective<br />

pedagogic strategies to capitalise on the benefits the<br />

different technologies br<strong>in</strong>g. Increas<strong>in</strong>g motivation<br />

does not necessarily lead to improvements <strong>in</strong><br />

understand<strong>in</strong>g and atta<strong>in</strong>ment <strong>in</strong> the longer term.<br />

While much has been written about the potential<br />

<strong>of</strong> games as learn<strong>in</strong>g tools, the evidence is as yet<br />

limited. Valent<strong>in</strong>e et al. (2005), as mentioned<br />

earlier, found statistically significant association<br />

between pupils’ out <strong>of</strong> school use <strong>of</strong> <strong>ICT</strong> for<br />

leisure purposes and decreases <strong>in</strong> atta<strong>in</strong>ment. How<br />

the technology was used appeared to be<br />

important: the more time spent play<strong>in</strong>g computer<br />

games, the less time for other tasks, <strong>in</strong>clud<strong>in</strong>g<br />

homework and study, with a subsequent<br />

detrimental effect on achievement. While a few<br />

parents argued that play<strong>in</strong>g games on computers<br />

or consoles supported the development <strong>of</strong>, for<br />

example, th<strong>in</strong>k<strong>in</strong>g skills, Valent<strong>in</strong>e et al. found it<br />

difficult to identify and measure any such ga<strong>in</strong>s.<br />

<strong>The</strong> evidence base has been strengthened through<br />

the f<strong>in</strong>d<strong>in</strong>gs <strong>of</strong> the ‘teach<strong>in</strong>g with games’ project<br />

[www.futurelab.org.uk/research/teach<strong>in</strong>gwithgam<br />

es.htm]. <strong>The</strong> project was a partnership between<br />

education and <strong>in</strong>dustry that focused on the use <strong>of</strong><br />

games with<strong>in</strong> the formal classroom context and<br />

aimed to provide practical and <strong>in</strong>formed evidence<br />

on the potential <strong>of</strong> ma<strong>in</strong>stream computer games<br />

<strong>in</strong> the classroom <strong>in</strong> support<strong>in</strong>g learn<strong>in</strong>g.<br />

<strong>The</strong> f<strong>in</strong>d<strong>in</strong>gs <strong>in</strong>dicate that the majority <strong>of</strong><br />

teachers, and students, thought that games could<br />

motivate and encourage engagement with<br />

learn<strong>in</strong>g (Sandford et al., 2006). Teachers<br />

considered that the use <strong>of</strong> games could improve<br />

pupils’ motor and cognitive skills, higher-order<br />

th<strong>in</strong>k<strong>in</strong>g skills and subject knowledge as well as<br />

develop<strong>in</strong>g their <strong>ICT</strong> skills. Teachers also expressed<br />

some concern that the use <strong>of</strong> games could lead to<br />

anti-social behaviour and/or the acquisition or<br />

harden<strong>in</strong>g <strong>of</strong> stereotypical views as a result <strong>of</strong> the<br />

content <strong>of</strong> some games.<br />

While the majority <strong>of</strong> teachers (72 per cent) never<br />

played games for leisure, 82 per cent <strong>of</strong> the pupils<br />

played games at least once a fortnight outside the<br />

classroom, with boys more likely that girls to do<br />

so. In the case studies, the use <strong>of</strong> games with<strong>in</strong> the<br />

classroom was found to be particularly motivat<strong>in</strong>g<br />

when the pupils were given a degree <strong>of</strong> autonomy<br />

Teachers also expressed<br />

some concern that the use<br />

<strong>of</strong> games could lead to<br />

anti-social behaviour and/or<br />

the acquisition or harden<strong>in</strong>g<br />

<strong>of</strong> stereotypical views as a<br />

result <strong>of</strong> the content <strong>of</strong><br />

some games.<br />

3<br />

51

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