game, gaming & gamification’s value in blending learning game n < a biteak, bla, ssap, uws
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Game, Gaming & Gamification’s value in Blending Learning
Game n
< a biteAK, BLA, SSAP, UWS
Game (noun)“a structured playing” undertaken for enjoyment or other motives
As early as 3,100 BC games are a universal part of human experience and present in all cultures.
Example of games? – too many to mentionDaring games, Guessing games, Board games, Card games, Dice games, Role-playing games, strategy games, cooperative games, arcade games, computer games, console games, first person games, third person games, puzzles games, word games, …
ancient Egypt board game
Gaming (verb)the activity of playing
Why do people play game? Fun-creation
Fulfilment of human basic motivations
Why use game in learning? Primarily to improve engagement
but not the only reason
Educators wishing students to be motivated/engaged in learning as much as they are in gaming
Game & Gaming in Learning
Edutainment ↔ Serious Game continuum
Charsky, D. (2010). "From Edutainment to Serious Games: A Change in the Use of Game Characteristics." Games and Culture 5(2): 177-198.
Game as a peripheral
Game as a product
Game as a concept or a play
(*classification done for discussion purpose onlyit’s probably contested )
Game & Gaming in Learning (e.g.)
Game as a peripheral Actually there is no game, but basic elements or mechanics
of game (e.g. competition, goal, earning points, badges) setting are adopted into a learning activity
The learning and the game are two separate part, e.g. students earning points to complete an action, and the points counted towards a ladder board or badges
It’s not bad, it is just what it is, a peripheral
Game & Gaming in Learning (e.g.)
Game as a product It’s a game, but it introduces and uses skills/concept to
successfully play it, thus learning the play it will unavoidably learning the concept
e.g. Cargo-Bot learning about programming logic, subroutines, recursive, etc
Thus the mechanics of the game incorporate skills/concept to be learnt (game built around the learning)
Game & Gaming in Learning (e.g.)
Game as a concept or a play It’s a game, but it’s the playing which provoke critical
genuine serious thoughts
e.g. Geraci, R. M. and N. Recine (2014). "Enlightening the Galaxy: How Players Experience Political Philosophy in Star Wars: The Old Republic." Games and Culture 9(4): 255-276.
Socio-political landscapes, roles, conflicts, etc
Thus the environment allowsrich exploration & reflection (learning extracted from playing)
Game & Gaming in LearningChallenges
Game as a peripheral Designing meaningful motivator
Game as a ‘product’ Finding/producing the right game
Need re-enforcement to ensure learning is visible
Game as a ‘concept’ or gaming Finding/designing the right play
Need learning-scaffold to ensure learning occurs
Gamification
Gamification
"Harnessing the power of play" mantra Rest on assumption that everyone can and
enjoy to play game (of any sort)
Extracting game mojo injecting it into non-game activity such as learning
Not just about points, badges, and ladder-board but drives to play (why) + game elements & mechanics (how)
there are many frameworks out there attemptingto frame gamification … not talking design atm
Strong emotion
Does not have to be high cost
one example of such frameworknot specific to learning activity
Game’s value in Blending Learning
Game is one of the tool in learning; we thus when we know what kind of learning we want, what problem solving to learn, then what tool to use (game is one of them)
In what situation game is useful for my blending?
What kind of game useful in units I’m working on?
What affordance that game provides to the learning activity in my unit?
What do I need to produce/acquire it?
Game’s value in Blending Learning
How about the use of Game in assessment?