Gaming Education - How to create a culture of learning through designing real world games in education
July 28, 2010 on 11:37 pm | In Continual Professional Development, Curriculum, Digital Literacy, Digital Media, Educational Change, Foundation, Games based learning, Handheld Learning, Innovation, Learning Content, Learning Tools, Peer to Peer, Personalised Learning, Web 2.0, advisory, distributed networking, informal learning, mediascapes, mobile learning, pedagogy | 0 CommentsGaming Education
I have been looking at a lot at “Real World Gaming” and Education recently. This is a subject I have returned to again and again in the course of the last few years. Taking the idea of the culture “around” gaming I outlined in previous blogs, I thought I might explore the natural extension of those ideas into the classroom pulling together various sources and reflect on possible ways forward for teaching and learning.
Real World Gaming
In “real world” gaming the content of the game is contributed by the players, making it simply a set of tools enabling players to interact and compete with one another while on the go. Except it’s a bit more complex than that…
Recently a number of real world games linked to the geo-positions of users’ smart phones have become very popular; things like Flook, Gowalla, FourSquare rely on transparency of information about places and services.
Partly based on serendipity and partly on user input of information to gain points and badges - these “game” (verb not noun) “reality” giving users incentives to share and inform. Of course the trick is that all the heavy lifting is done by the game players who are crowdsourced and who, in effect, build the game resources for each other and, ultimately, the company running the game service. People come back to the game because it has a level of authenticity - it’s what they do in real life anyway as they go about their daily business. So it is turned into a game process whereby they receive awards and status.
Now why can’t we do that in education?
(update: One such app that was brought to my attention today is Mission:Explore and there is also GPS Mission )
Jesse Schell - gaming in education - Learning design and so much more
Look at the videos below by Jesse Schell - he talks specifically about education and how we might design a better way of doing things there with the ethos of gaming behind it - he pulls out specific qualities such as :
Beautiful
Customised
Shared
Real
and to that I would add
transparent
ongoing
iterative
rewarding
another presentation you might like to look at is:
http://e3.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation/
where he discusses the “psychological tricks” employed by gaming or virtual world companies to get users to engage and to return to the game again and again.
Learning Design
It was Drew Buddie who first pointed out Jesse Schell’s work at TeachMeet Milton Keynes last month:
Drew talks at length on the process of using “learning lenses” adapted from the ideas in Schell’s book.
Negotiated Learning - co-creation of your learning journey
I was also interested to come across Neil Hopkin’s video on Negotiated Learning which reminded me very much of the ideas on Co-Creation that were espoused by Steve Rubel coming from the commercial world back in the middle noughties. There are obvious parallels there for me. I tend to look around at the corporate world and see what innovation is taking place there and how that might have some corollary with education. Certainly quite a few blue chip companies now employ the process of co-creation and extend that into the workplace as well.
Certainly the co-creation of learning using school community is a start but now imagine this in your classroom, school, district overlaying that process as another educational “skin” or “patina”.
How can you “game” the classroom?
Base your learning activities and aquisition of knowledge on collaborative working and transparency of learning. Give points for those students who make transparent their ways of working and sharing their knowledge.
Make sure those “learning” especially, the more dependent learners, that may take some time to “get it” always level up.
Design levels of expertise - so students can Pay Forward to each other knowledge and skills modelled and facilitated at first by the teacher, and then given external inducements by way of points badges and levels for collaborative working.
Of course these ideas are not new to anyone who has been through, or seen a “traditional” education involving “houses” and “teams” will recognise certain common elements as will anyone who have been through the scouting movement. But that’s where the comparison ends…
The difference here could be that the elements of teaching students to teach each other to learn through peer instruction and review could itself be gamed.
It’s not something imposed and mediated from on high but built into the very fabric of the way people could run their classes giving rewards for both the teachers and learners involved but levelling them according to - off the top of my head :
knowledge
expertise
competency
design
application
engagement
reflection
peer review
In effect, through a social gaming mechanism you build a ‘culture of learning’ that allows pupils to collaborate or to self-study in certain instances given enough initial scaffolding and modelling by the faciltator.
Not only would you use a process of learning lenses to design activities as outlined by Drew above - seredipitous triggers to get yourself to reflect in your planning but also you get the students to iterate and reflect on their learning by extrinsic rewards built into the system when they have achieved certain goals. Building in opportunities to both capture the process and use the documentation of the process as a resource would be an ideal use for ICT.
In that way you can build up a portfolio of work and a set of exemplar material to use for revision, starters, explication, modelling. The list is endless. How would you do it?
Game On?
All you need to create your own outside broadcast unit and stream video from almost anywhere
July 8, 2010 on 12:32 pm | In Adult Learning, Continual Professional Development, Digital Divide, Digital Literacy, Digital Media, Educational Change, Innovation, Learning Tools, Web 2.0, advisory, informal learning, mobile, mobile learning, podcasting, teachmeet, video, video streaming | 0 CommentsI made this presentation for TeachMeet Milton Keynes last night #TMMK but didn’t present as I thought the practitioners who turned up more worthy that evening and time was short.
So many people have asked me how I did the broadcast from the Treehouse last year http://www.l4l.co.uk/?p=690 I thought I’d show what kit was needed and how much it cost.
So download the film, go and buy the kit and write the AUPs and agree the policies with your communities and off you go…
The culture around gaming
June 2, 2010 on 10:29 am | In Adult Learning, Continual Professional Development, Digital Literacy, Digital Media, Educational Change, Games based learning, Innovation, advisory, conferences, informal learning | 0 CommentsAt the recent MirandaMod at the Games Based Learning Conference I gave a brief “provocative” presentation about the culture behind Games Based Learning and how schools can use that culture of activity to make learning more productive.
The YouTube Version is visible here for other devices:
My Prezi presentation here if you want to follow along:
Here is the audio podcast of the session too >>>> Audio file .
TeachMeet Second Life 2010
February 10, 2010 on 12:46 pm | In Adult Learning, Continual Professional Development, Digital Media, Educational Change, Innovation, Mediated Reality, Personalised Learning, Second Life, Virtual Worlds, advisory, informal learning, mediascapes, metaverse, pedagogy, teachmeet, training, video | 0 CommentsThis will be the first TeachMeet in Second Life, so, in theory a Global Teachmeet - see the Wiki for instructions.
On Friday May 7th at 8pm GMT there is the first Teachmeet in Second Life. This is open to all educators working in Second Life and allied Immersive Worlds from ALL sectors.
If you do not know what a “TeachMeet” is then go along to the wiki and watch the video at :
http://teachmeet.pbworks.com/TeachMeet-Second-Life
A teachmeet is where teachers gather to share good practice - they make 7 or 2 minute presentations.
I am quite happy to facilitate the evening and anyone with Machinima, slides, interactive objects or simply wishing to present please get in touch with me off list.
Eyebeams Electricteeth AKA Leon Cych
My interview/ presentation at Wise Kids conference Swansea and Bangor
February 9, 2010 on 12:57 am | In Educational Change, Innovation, Mediated Reality, Personalised Learning, Second Life, Virtual Worlds, advisory, conferences, distributed networking, informal learning, mediascapes, metaverse, pedagogy | 0 CommentsHere I am on the other side of the camera for a change - that’s a novel experience - talking about Second Life to David Wilcox at the Wise Kids conference at Bangor.
You can see one of my sessions at the earlier Swansea conference here (scroll down) where I show some video of Vicki A Davies and talk about the Reaction Grid Open Sim she has been using with her students. I outline some of the ideas behind “skinning” your own virtual world and do a walkthrough of Second Life.
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