06.09.2021 Views

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

23 – Computer-Based Games <strong>for</strong> Learning<br />

Clearly a key question in selecting or designing a<br />

game is how well it fits with the objectives you have in<br />

mind. Here are some factors to keep in mind when relating<br />

a game to your learning objectives:<br />

• Cognitive objectives: Factual knowledge can be<br />

readily learned through frame games (e.g., question<strong>and</strong>-answer-based<br />

Jeopardy, or a Concentration-style<br />

matching game) or through solving puzzles (possible<br />

with external searching <strong>for</strong> in<strong>for</strong>mation) as part of<br />

quest games. Simulations or adventure games can require<br />

factual knowledge to solve problems or make<br />

decisions; procedural <strong>and</strong> strategic knowledge related<br />

to system interactions, as well as problem-solving<br />

skills, can also be major simulation game outcomes.<br />

In these situations it is important to see that simulation<br />

models are realistic <strong>and</strong> match (or do not conflict<br />

with) your objectives in using the game.<br />

• Affective objectives: Games are often promoted as<br />

vehicles <strong>for</strong> changing attitudes <strong>and</strong> beliefs, e.g., when<br />

used to teach the importance of diet management <strong>for</strong><br />

diabetes. How appropriate are the attitudes <strong>and</strong> beliefs<br />

embedded in a game? How appropriate are the<br />

implied social attitudes <strong>and</strong> beliefs, e.g., about violence,<br />

gender, race? What attitudes, beliefs, <strong>and</strong> actions<br />

are rewarded?<br />

• Skill-based objectives: If your objectives include<br />

technical or psychomotor skills (e.g., typing, driving,<br />

flying, equipment disassembly <strong>and</strong> repair), it will be<br />

important <strong>for</strong> you to review any evidence available<br />

about how well the skills taught in the game transfer<br />

to the real world.<br />

• Role within the larger learning context: A game is<br />

only one activity in the total learning system. How<br />

the game activity is assigned, supported, <strong>and</strong> debriefed<br />

is extremely important in making sure that its<br />

full learning potential is realized. Two key ways in<br />

which you as an educator can improve the success of<br />

your games are through collaboration <strong>and</strong> reflection.<br />

Finding ways to make game play a collaborative<br />

rather than an individual activity adds the impetus of<br />

collaborative learning to the activity. In our experience,<br />

even simple traditional games such as question-based<br />

Tic Tac Toe can become lively shouting matches when<br />

teams compete to win. Collaborating on designing a city<br />

or roller coaster can lead a group to find <strong>and</strong> share ideas<br />

<strong>and</strong> knowledge far beyond the capabilities of one individual.<br />

Playing an MMOG leads a learner to collaborate<br />

spontaneously with others in order to progress in the<br />

game (Galarneau, 2005).<br />

Many experts note the importance of reflection—<br />

encouraging students to think deeply about, <strong>and</strong><br />

articulate, the learning that they experience in playing a<br />

game. Gee (2003) states the importance of incorporating<br />

active <strong>and</strong> critical thinking about how the learning<br />

relates to other semiotic domains. Commercial learning<br />

games, particularly <strong>for</strong> the K–12 age group, are<br />

beginning to appear with support materials to help<br />

teachers position <strong>and</strong> facilitate their use <strong>and</strong> to guide<br />

learners in reflecting on what they have learned <strong>and</strong> how<br />

it can be applied outside the game. For an example, see<br />

http://www.gamesparentteachers.com.<br />

TECHNOLOGY SUPPORT<br />

As with other learning technologies, technical infrastructure<br />

<strong>and</strong> support can make or break a game-based<br />

learning exercise. For an effective experience with your<br />

learners, you will need:<br />

• computer <strong>and</strong> network configurations to support<br />

your play plan (individual PCs or h<strong>and</strong>helds <strong>for</strong> all, <strong>for</strong><br />

small groups, or at the front of the classroom; if networked,<br />

stable online access with good response times;<br />

• readily available technical support staff if something<br />

goes wrong;<br />

• knowledge <strong>and</strong> experience with the game to answer<br />

questions <strong>and</strong> help learners who run into problems;<br />

• clear navigation <strong>and</strong> help in the game software; <strong>and</strong><br />

• good security (e.g., anti-hacker <strong>and</strong> privacy guards,<br />

particularly when games are used with young children<br />

online).<br />

Example<br />

<strong>Effective</strong> learning games do not always need long story<br />

lines or sophisticated virtual worlds. <strong>Education</strong> Games<br />

Central games (http://www.savie.qc.ca/carrefourjeux<br />

/an/accueil.htm) routinely engage teams of young or<br />

older players in spirited competition in many content areas.<br />

Getting started<br />

At this time, games <strong>for</strong> learning (other than management<br />

simulations) are being tested in many interesting<br />

examples, but it isn’t clear how widely they are being<br />

used. Often educators <strong>and</strong> trainers face obstacles to using<br />

computer-based games, including:<br />

• lack of experience <strong>and</strong> long learning curves;<br />

• time <strong>and</strong> costs required <strong>for</strong> custom game development<br />

<strong>and</strong> implementation;<br />

360 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!