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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 />

• poor technology support <strong>for</strong> classroom-based game<br />

use; <strong>and</strong><br />

• institutional constraints (learning objective mismatches,<br />

st<strong>and</strong>ardized fact-based testing, class time<br />

constraints, lack of peer acceptance, etc.).<br />

Prensky (2006) notes that curriculum requirements,<br />

especially when m<strong>and</strong>ated through legislation, can pose<br />

a major obstacle, although “curricular” games are starting<br />

to be produced commercially. To overcome this <strong>and</strong><br />

other obstacles, he suggests the following approaches to<br />

beginning to use games in class that ease games into<br />

your learning situation without major course restructuring:<br />

• Bring games played outside class into the classroom<br />

through questions, discussions, etc. This can encourage<br />

students to reflect on how a game is relevant to a<br />

topic <strong>and</strong> what they are learning <strong>from</strong> the game.<br />

Make game play an assignment <strong>for</strong> individuals or<br />

small groups.<br />

• Use the principles behind good, complex games to<br />

make some or all of your teaching more game-like,<br />

<strong>and</strong> there<strong>for</strong>e more interesting <strong>and</strong> engaging to students.<br />

One of Prensky’s suggestions <strong>for</strong> keeping students<br />

engaged is to have them vote each time you ask<br />

a question.<br />

• Play a game specifically designed <strong>for</strong> education in<br />

class, such as one of the examples cited above. To do<br />

this, you need to become quite familiar with the game<br />

in order to h<strong>and</strong>le questions <strong>and</strong> technical problems.<br />

• Play a commercial, off-the-shelf game not specifically<br />

designed <strong>for</strong> education, in class, either as a whole<br />

class (projected in the front) or as individual students<br />

playing separately. Have a student present the game,<br />

play the game yourself in front of the class as a<br />

springboard to discussion, or divide the students into<br />

small groups.<br />

Creating your own game<br />

If you decide to go beyond these options to create your<br />

own game, here are some possible approaches:<br />

• Use a frame game: Frame games, such as the <strong>Education</strong>al<br />

Games Central ones described above, lend<br />

themselves to use, even <strong>for</strong> complex subjects, without<br />

a long learning curve if you can structure your<br />

learning in a question-<strong>and</strong>-answer <strong>for</strong>mat. To give an<br />

example, the EGC Snakes <strong>and</strong> Ladders frame game<br />

has been used to rein<strong>for</strong>ce introductory social psychology<br />

concepts.<br />

• Do a COTS game modification: Some commercial<br />

games, especially first-person shooters, real-time<br />

strategy games, <strong>and</strong> MMOGs, provide toolkits that let<br />

you create “mods” including your own graphics,<br />

game scenarios <strong>and</strong> characters. In one example, the<br />

MIT <strong>Education</strong> Arcade project “modded” the game<br />

NeverWinterNights, which comes with the Aurora<br />

Toolset game-editing tool, to create the Revolution<br />

game (http://www.educationarcade.org/revolution)<br />

to teach about the American Revolution seen <strong>from</strong><br />

Colonial Williamsburg. Another mod of NeverWinterNights,<br />

Project BTM, was developed at the University<br />

of Minnesota to teach in<strong>for</strong>mation-gathering<br />

stages to journalism students (Paul et al., 2005).<br />

• Get help to custom-build a learning game: Many<br />

universities <strong>and</strong> technical schools have game studies<br />

programs with students who are looking <strong>for</strong> projects<br />

or work designing <strong>and</strong> building games using current<br />

tools <strong>and</strong> techniques. You may also be able to find<br />

funding <strong>for</strong> research or learning object development.<br />

For example, computer science students at Dalhousie<br />

University are working with physicians to build<br />

h<strong>and</strong>held <strong>and</strong> cell phone game prototypes to help local<br />

children learn about <strong>and</strong> manage chronic diseases<br />

(Watters et al., 2006).<br />

• Create a blended game with computer support: If<br />

building a full-scale computer-based game seems too<br />

daunting, you can consider a game that uses computers<br />

or h<strong>and</strong>helds to support a game that also involves<br />

offline activities. The MobileGame, <strong>for</strong> instance, uses<br />

task instructions <strong>and</strong> clues delivered by cell phone to<br />

run an orientation game introducing new students to<br />

a university campus (Schwabe <strong>and</strong> Göth, 2005).<br />

Tip<br />

Match your first project with your experience,<br />

learner characteristics, <strong>and</strong> available technology,<br />

technology support, <strong>and</strong> development resources. To<br />

build institutional support, aim <strong>for</strong> early successes<br />

be<strong>for</strong>e embarking on a large, longer-term project.<br />

Summary<br />

“Our students have changed radically. Today’s<br />

students are not the people our educational system<br />

was designed to teach … Our <strong>Digital</strong> Immigrant<br />

instructors … are struggling to teach a population<br />

that speaks an entirely new language”. – Prensky<br />

(2001b)<br />

<strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong> 361

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