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
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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>