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 />
• 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