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Using games to enhance learning and teaching Dr Nicola Whitton Education and Social Research Institute
Session Overview Introduction (20 minutes) What’s so great about games? Characteristics of games Some examples Activity (30 minutes) Applying game-based learning to your own situations Conclusions (10 minutes) What are the challenges? Questions
What’s so great about games? Our students are digital natives Students are motivated to play games High-spec games make learning engaging Games can make anything fun so students won’t even realise they’re learning
None of this is true
Our students are digital natives
So what  do  we know? Students don’t value the use of technology for it’s own sake  IPSOS MORI (2007)  Student expectations study . Bristol: JISC.  Apparent ease with technology but lack of critical and analytic skills Traits associated with young people actually exhibited by whole population CIBER (2008)  Information behaviour of the researcher of the future . Bristol: JISC.
“ a considered and rigorous investigation that includes the perspectives of young people and their teachers, and genuinely seeks to understand the situation before proclaiming the need for widespread change “ Bennett, S., Maton, K. & Kervin, L. (2008) The ‘digital natives’ debate: A critical  review of the evidence.  British Journal of Educational Technology , 39/5, 775-786.
Students are motivated to play games
Motivated 63% Neither 28% Demotivated   9%
So we can’t assume games are motivational… …  why use them?
High-spec games make learning engaging
 
Games can make anything fun so students won’t even realise they’re learning
What’s so great about games? Our students are increasingly diverse Games are active learning environments Games can use many technologies Games are another tool in the toolkit
Characteristics of games Clear, achievable goals, rules, measurable outcomes and rewards Appropriate challenge, gradually increasing difficulty Interaction and feedback A safe environment to explore and in which to make mistakes Collaboration and/or competition A narrative or fantasy setting
Some examples…
© Innovative Learning Solutions Inc.
ARGOSI Project, MMU and UoB
Elisabeth Yaneske, University of Teeside
© ImpactGames www.peacemaker.com
Activity In pairs… think about an example where game-based learning could be applied to your own teaching (10 mins). What is the pedagogic benefit? How might you implement it? People? Organisation? Environment? Technology? What questions do you have? Be prepared to feed back your ideas  (20 mins)
Challenges of game-based learning Appropriateness for learning Finding the right game Ensuring engagement and motivation More research evidence and robust studies
Questions?
Thank you [email_address] playthinklearn.net

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Using games to enhance learning and teaching

  • 1. Using games to enhance learning and teaching Dr Nicola Whitton Education and Social Research Institute
  • 2. Session Overview Introduction (20 minutes) What’s so great about games? Characteristics of games Some examples Activity (30 minutes) Applying game-based learning to your own situations Conclusions (10 minutes) What are the challenges? Questions
  • 3. What’s so great about games? Our students are digital natives Students are motivated to play games High-spec games make learning engaging Games can make anything fun so students won’t even realise they’re learning
  • 4. None of this is true
  • 5. Our students are digital natives
  • 6. So what do we know? Students don’t value the use of technology for it’s own sake IPSOS MORI (2007) Student expectations study . Bristol: JISC. Apparent ease with technology but lack of critical and analytic skills Traits associated with young people actually exhibited by whole population CIBER (2008) Information behaviour of the researcher of the future . Bristol: JISC.
  • 7. “ a considered and rigorous investigation that includes the perspectives of young people and their teachers, and genuinely seeks to understand the situation before proclaiming the need for widespread change “ Bennett, S., Maton, K. & Kervin, L. (2008) The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational Technology , 39/5, 775-786.
  • 8. Students are motivated to play games
  • 9. Motivated 63% Neither 28% Demotivated 9%
  • 10. So we can’t assume games are motivational… … why use them?
  • 11. High-spec games make learning engaging
  • 12.  
  • 13. Games can make anything fun so students won’t even realise they’re learning
  • 14. What’s so great about games? Our students are increasingly diverse Games are active learning environments Games can use many technologies Games are another tool in the toolkit
  • 15. Characteristics of games Clear, achievable goals, rules, measurable outcomes and rewards Appropriate challenge, gradually increasing difficulty Interaction and feedback A safe environment to explore and in which to make mistakes Collaboration and/or competition A narrative or fantasy setting
  • 17. © Innovative Learning Solutions Inc.
  • 21. Activity In pairs… think about an example where game-based learning could be applied to your own teaching (10 mins). What is the pedagogic benefit? How might you implement it? People? Organisation? Environment? Technology? What questions do you have? Be prepared to feed back your ideas (20 mins)
  • 22. Challenges of game-based learning Appropriateness for learning Finding the right game Ensuring engagement and motivation More research evidence and robust studies
  • 24. Thank you [email_address] playthinklearn.net