frequency 1550: optimal experience through social learning

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Frequency 1550 Learning the Story of Medieval Amsterdam through Social Connectivism

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Page 1: Frequency 1550: Optimal Experience through Social Learning

Frequency 1550

Learning the Story of Medieval Amsterdam

through Social Connectivism

Page 2: Frequency 1550: Optimal Experience through Social Learning

Getting With The Flow

Page 3: Frequency 1550: Optimal Experience through Social Learning

Frequency 1550Team’s of 4 students

2 Students work around the town

1x Video phone1x ‘Game Phone’

2 Students man the control center

Page 4: Frequency 1550: Optimal Experience through Social Learning

AssignmentsThree component assignments:1.Orientation2.Imagination3.Symbolic

Followed by questions requiring CT and HQT to combine their knowledge.

Page 5: Frequency 1550: Optimal Experience through Social Learning

Quantitative ResultsMeasures supposedly describing flow were systematically recorded.

These measures correlated across groups and tasks, and were generally high.

But: there was no control group. And no evidence of the reliability of the test.

Page 6: Frequency 1550: Optimal Experience through Social Learning

Qualitative Results

“Generally, the student teams showed flow with the game play”

“they were distracted by activities that were focused on solving problems with technology and navigation in the city”

The qualitative assessment showed higher engagement in the HQT, although this was not represented in the qualitative data.

Page 7: Frequency 1550: Optimal Experience through Social Learning

Inter- and intra- team flow

Inter-team flow

“Team flow appears to be related to the group performance in the game, but not with student learning outcome.”

Boys with toys

Intra-team flow

“the less groups of student were distracted from game play by solving technology problems and the more they were engaged with competition with other student groups, the more students appeared to learn about the medieval history of Amsterdam”

Wholesome competition

Page 8: Frequency 1550: Optimal Experience through Social Learning

So Overall?

KISS Principle

Frequency 1550 was too complicated to harness flow.

Page 9: Frequency 1550: Optimal Experience through Social Learning

The observations show that during the

introduction of the game most students

paid attention to the procedures and the

technology of the game and did not take

the story (of earning citizenship of

Amsterdam) too seriously. One of the reasons

might be that students were often just told to

gather as much points as possible, with

no reference to earning civil rights.

Page 10: Frequency 1550: Optimal Experience through Social Learning
Page 11: Frequency 1550: Optimal Experience through Social Learning

ReferencesAdmiraal, W., Huizenga, J., Akkerman, S., & Dam, G. T. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3), 1185-1194.

See also http://freq1550.waag.org

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