using computer game design for learning
DESCRIPTION
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.aspTRANSCRIPT
Judy Robertson and Cathrin Howells, 19th September, 2007
Using Computer Game Design to Foster Successful Learners
Dr Judy RobertsonHeriot-Watt University
Cathrin HowellsCreative Contexts
Judy Robertson and Cathrin Howells, 19th September, 2007
Overview• In the Adventure Author project, we
have been working with young people as they make their own computer games.
• In this talk we will discuss why game making is a rich task for learning and how it fits in with the Curriculum for Excellence in Scotland.
• We will look at the “successful learner” strand in particular
• We will give illustrative examples from a recently completed field study in a primary school
Judy Robertson and Cathrin Howells, 19th September, 2007
Curriculum for Excellence in Scotland
• Confident individuals• Responsible citizens• Effective contributors• Successful learners
– Think independently and creatively– Have enthusiasm and motivation for
learning– Learn independently and as part of a
group– Make reasoned evaluations
Judy Robertson and Cathrin Howells, 19th September, 2007
Field studies• We have conducted various community
education field studies with the Neverwinter Nights game authoring toolkit
• This year we decided to look at a more formal learning environment:– 8 week field study in a state funded primary school
in Dundee– 30x 9-10 year old children, one class teacher, one
ICT specialist teacher, 3 researchers– Each pupil had 40 minutes to work on game per
session• We’re now working on improving the game
making software.
Judy Robertson and Cathrin Howells, 19th September, 2007
NWN demo
Judy Robertson and Cathrin Howells, 19th September, 2007
Learning activities• Demo software skills (e.g. conversation
editing) to whole group• Discuss model games (by adults or other
learners) in group• Give children goal for session (e.g. to have
finished an interactive conversation) OR• Give children time for exploratory play – try out
what is possible in toolset and game • Plenary sessions for sharing what was
learned, exchanging tips• Peer play testing• Teaching visitors how to play
Enthusiasm and motivation for learning
“It was the best thing I've done.” (Alex Rider)“I really, really enjoyed it . . . Thank you for letting me make my own game.” (John)Something novel:“It was an opportunity – not everyone gets to do this.” (Jack)Best thing:“The challenge of making the game – hard things.” (James Bond)
Determination to reach high standards of achievement
• New computing skills• Demands of the NWN toolset • Area transitions!• New thinking skills• Orchestration of game ideas• Understanding the player's perspective • Working with constraints of time and hardware
and creative flexibility
Learning independently
• “My favourite bit was when I played my game and see what went wrong.” (Rene)
• “He . . . insisted I show him what he was doing wrong rather than doing it for him.” (Researcher’s notes)
• CJ was able to generalise how to make portals after being shown one example by a researcher.
• Brush fire effect . . .
Learning in groups
• whole class discussions beginning and ending each workshop
• informal opportunities for paired and small group interactions
– collaboration– informal peer-tutoring
• structured peer-testing sessions • occasional needs-related groups
Linking and applying learning• implicit
– use of inference– supporting the player– editing and improving writing
• explicit– “Well, I wrote a story and now I’m transforming it
and making it better.” (Nadia)– “It’s a better way of learning like, better sort of
language work, cos its more fun and it helps you with computing as well… it helps you with your conversation… you think about it a lot more to make your game better” (Predator)
• cross-curricular opportunities
Reasoned evaluation
• identifying and rectifying errors • decisions about changes to games• implications of sequences of decisions• effective game design• evaluation of software
Creative thinking: evolution of ideas
• The toolset caused game ideas to change because:– It was not possible or was too difficult to accomplish
original idea– The author discovered a new feature of the software
and thus new possibilities– Some children deliberately relied on game ideas
emerging from toolset (rather than planning up front)
Creative thinking: evolution of ideas (2)
Ideas also changed because the author:• Realised plans were too complex and scaled back• Grew in skill and gained confidence to tackle more
complex ideas• Forgot original ideas!• Realised the game was incoherent• Wanted to accommodate peer feedback• Had to prioritise because of time constraints
Judy Robertson and Cathrin Howells, 19th September, 2007
ImplicationsWhat would it take to spread this success
more widely? • Teacher training:
– In technology skills– In constructivist learning approaches– In diagnosing successful learner
component skills• Game capable hardware in schools (in
this case graphics cards)• A curriculum which truly values cross
curricular flexibility
Judy Robertson and Cathrin Howells, 19th September, 2007
Conclusions• Game making creates a rich
environment for learning. Its complexity is an asset.
• It can foster the development of successful learning skills, including creativity
• Incorporating learning of this style in classrooms will be challenging…
• … but the benefits could be great within the Curriculum for Excellence framework.
Judy Robertson and Cathrin Howells, 19th September, 2007
Any questions?Thank you!
[email protected]@creativecontexts.co.uk http://www.macs.hw.ac.uk/
AdventureAuthor/
Judy Robertson and Cathrin Howells, 19th September, 2007