future classroom learning by playing

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Bazookas Making creative games & apps, like a boss

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Learning by playing, is this possible & efficient? Is there any educational and pedagogical added value?

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  • 1. Bazookas Making creative games & apps, like a boss

2. Learning by playing Stefan Colins 14 november 2013 3. In the past : for leisure a ndpleasureComputer games today have an important role in the kids their livesd value vide adde can pro games cational that edu shown es have esearch R ment ngage E Fun BAZOOKAS 4. Learning by playing, is this possible & efficient? Is there any educational and pedagogical added value?BAZOOKAS 5. Serious game Ben de Bever Christelijke Mutualiteitresearch by 6. What? Raise the awareness of dental hygiene via an educational platform.BAZOOKAS 7. combination o f traditional lessons and games efficie nt?Research questions? 1. what is the educational added value of games 2. how to integrate computer games in a most efficient way in the class?proach? bined ap a com ames in egrate g r to int st orde the be What is BAZOOKAS 8. 1. what is the educational added value of games?BAZOOKAS 9. Before, some research parameters: 392 students. 20 classes (3rd grade). 52% boys, 48% girls. average age was 8 year.BAZOOKAS 10. First outcome: credibility is important for knowledge transfer. certain level of identification with the game character is important but the most important.BAZOOKAS 11. Some interesting resultsBAZOOKAS 12. 98% likes playing games and want to play again. 86% thinks that the games arent hard to play. 62% detect the educational nature of the game. 15% computer educational purpose.BAZOOKAS 13. What did we do to measure the results?BAZOOKAS 14. creation of traditional lesson book, fairy tail & games. all 3 contains the same 3 games. testing: - level of difficulty. - comprehensibility. - duration. BAZOOKAS 15. 85% likes the games. 50% likes the traditional book or created story. 95% would love to play the games again. difficulty of the games are higher in the book or fairy tail. 66% of the kids paid very carefully attention during playing the games. BAZOOKAS 16. SoBAZOOKAS 17. games are at least as effective as traditional learning materials. knowledge transfer of the games is also very high. the games sentisize the players to pay more attention on their dental hygiene (aim of the platform)BAZOOKAS 18. Conclusion oneBAZOOKAS 19. When you want to do pure knowledge transfer, traditional learning material and games work both efficiently. !When choice behaviour or intention to change something is the target, games can help you, if created advised. BAZOOKAS 20. 2. how to integrate computer games in a most efficient way in the class?BAZOOKAS 21. 2 conditions to test in a living lab: Condition 1:Condition 2: BAZOOKAS 22. Knowledge transfer is in both conditions the same. !The level of attention for students in condition 2 was higher. !The desire to learn more about this subject was for both conditions the same. BAZOOKAS 23. Conclusions twoBAZOOKAS 24. We can conclude that the learning effect, in the case where the students playing games, is at least the same as the traditional way of learning !Kids indicated that they could pay more attention in case when games were integrated BAZOOKAS 25. We can conclude that the games are most effective when they are played before the traditional lesson > arouse interest during class !When games are played before the lesson, you better not integrate the game character in the traditional lesson afterward. BAZOOKAS 26. Combination of lessons and games are at least as efficiently. !Play games before the lesson, to arouse interest. !When playing games after the lesson, be sure you start with a lesson where the game character has a prominent role. BAZOOKAS 27. Show me the graphics!BAZOOKAS 28. BAZOOKAS 29. BAZOOKAS 30. BAZOOKAS 31. BAZOOKAS 32. http://vimeo.com/60001454BAZOOKAS 33. Questions? Remarks?Stefan Colins / Bazookas.be [email protected] @stefancolins & @bazookastudios Christophe De Cock / Bazookas.be [email protected] @bazookastudiosBAZOOKAS