pedagogical appropriation of digital games

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What happens when digital games are introduced in classrooms Dr Sarah Prestridge School of Education and Professional Studies Mt Gravatt Campus Griffith University [email protected],au

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Page 1: Pedagogical appropriation of digital games

What happens when digital games are introduced in classrooms

Dr Sarah Prestridge

School of Education and Professional Studies Mt Gravatt Campus Griffith University [email protected],au

Page 2: Pedagogical appropriation of digital games

My research areas

Page 3: Pedagogical appropriation of digital games

Overview of Presentation •  Serious Play project

•  Focus on Teacher beliefs §  Teacher appropriation of digital games

§  Analysis tool for classifying beliefs and practices

•  Application to pre-service teachers

Page 4: Pedagogical appropriation of digital games

Serious Play •  Serious Play: Digital Games, Learning and Literacy for

twenty first century schooling. Funded by the Australian

Research Council, over a three-year period (2012-2015)

the project investigated what happened to literacy and

learning, curriculum, pedagogy and assessment when

digital games were introduced into schools.

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Research Questions 1.  the ways in which students with widely differing preferences and experiences with digital

games and digital culture approached games-based teaching in the classroom; 2.  the ways in which the experience of game-play changed in classroom contexts; 3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical

practices and approaches that best capitalised on the capacities of games to teach; 4.  the opportunity games provided for creativity, production, and innovation; 5.  digital literacies and the ways in which learning through games challenged and extended

multimodal literacy learning; and 6.  an assessment framework which can be used to identify and support the multimodal

literacies and e-learning capabilities made possible through the use, analysis, and creation of digital games.

Page 6: Pedagogical appropriation of digital games

Research Questions 1.  the ways in which students with widely differing preferences and experiences with digital

games and digital culture approached games-based teaching in the classroom; 2.  the ways in which the experience of game-play changed in classroom contexts; 3.  the ways teachers worked with digital games most effectively, and the kinds of pedagogical

practices and approaches that best capitalised on the capacities of games to teach; 4.  the opportunity games provided for creativity, production, and innovation; 5.  digital literacies and the ways in which learning through games challenged and extended

multimodal literacy learning; and 6.  an assessment framework which can be used to identify and support the multimodal

literacies and e-learning capabilities made possible through the use, analysis, and creation of digital games.

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Research Methodology •  Queensland and Victoria—and five primary

schools and five secondary schools. •  . The project games-based strands to guide

teachers’ integration: §  the use of ‘serious’ and commercial digital games

to support learning in the discipline areas; §  the critical analysis of digital games as text; §  the making of digital games to promote creativity.

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A teacher’s appropriation of a digital game

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Classifying teacher appropriation of digital games…..

thewaysteachersworkedwithdigitalgamesmosteffec3vely,andthekindsofpedagogicalprac3cesandapproachesthatbestcapitalisedonthecapaci3esofgamestoteach

Page 10: Pedagogical appropriation of digital games

Relationship between teacher beliefs and their practices with digital games

•  Epistemological beliefs

•  ICT Pedagogical beliefs

•  ICT Pedagogical practices

•  Student learning/outcomes

•  Teacher competency

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Perry,W.(1970).FormsofIntellectualandEthicalDevelopmentintheCollegeYears:Ascheme.NewYork:Holt,RinehartandWinston.

DualisAc

MulAplisAc

RelaAvisAc

RelaAvism

right-or-wrongknowledgehandeddownbyauthority

mulApleviewsbutsAllbelievethatmostknowledgeiscertain

mostknowledgeastentaAveandcontextualandgeneratedbytheself;

thatknowledgeisuncertainandbasedontheweightofaccumulatedevidence

Epistemologicalbeliefs

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ICT Pedagogical beliefs Computerskills

InformaAontool/supplementscurriculum

EnrichcurriculumFacilitatesemergingcurriculum

Page 13: Pedagogical appropriation of digital games

ICT Pedagogical practices

Kemmisetal1977&Ertmeretal2012

TeacherCentred Mix-Primarily Mix–Primary StudentCentred

Revelatory

Conjectualenablesstudentstomanipulateideasandhypothesestodevelopknowledge

Instruc2onal

Balanced

acAviAes/knowledgeinorderforstudentstodiscovertheconceptdividesthelearningacAviAesintosmallerunitswithuseofposiAve/negaAvefeedbackforcorrecAons

Page 14: Pedagogical appropriation of digital games

Student learning/outcomes

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Teacher ICT competency •  Low

•  Medium

•  High

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FrameTEP

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Further information on FrameTEP •  Prestridge, S., & de Aldama, C. (2016). A Classification

Framework for Exploring Technology-Enabled Practice-

Frame TEP. Journal of Educational Computing Research,

0 (0) 1-21. DOI: 10.1177/0735633116636767

Page 18: Pedagogical appropriation of digital games

Lucy’s appropriation of digital games

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Lucy’s appropriation of Reading Quest

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Disruption:- At a critical point for change described

by Nespor (1987) as in a ‘Gestalt shift’

“This time I'd like to try a game that you suggest is

better for them”.

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Minecraft –afternoon rotations

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Minecon

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Lucy states: I don't like to fail anything and I felt I didn’t do it right the first time. So I think it's allowing yourself to know less than the kids, and learn from them because I'm never going to be up with all of it anyway. I watch what they do. There'll be more and more games that I won't be interested in either, but as long as I can monitor it and keep an eye on them then I know that it's a good thing, then that's all good. I also think it's finding the right game that lends itself to lots of areas. I wouldn't have used the other game [Reading Quest] as often or as intensely I suppose. It wouldn't have been a huge part of what we did but this one, they just constantly talk about it, it drives me crazy.

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Lucy’s appropriation of Minecraft

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Jen’s appropriation of Ratchet and Clank The volume for these two boys - like they would be lucky to write half a page and you'd be lucky that it would make sense. Now they write up to two pages - and you can follow it - and that's a big thing for them. Because the picture is in their head, it's clearer - they can follow the story rather than making it up on their own and they follow the story and it gives them that sequence. So it's been good for them.

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Jen’s appropriation of Ratchet and Clank

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Jen’s appropriation of Temple Run IwasplayingTempleRunandIthoughtactuallythiscouldbeareallygoodthingbecauseitjusthappenssofast,kidscouldplayanduseshortsentenceslikeblah,blah,blah,andthenlonger,youknowmyheartpounded-addanextraclauseasIblah,blah,blah.SoI'mthinkingTempleRunasaninspiraIontoseeiftheycanapplyusingthoseshortsentencesfordramaIceffectandthenalsousingembeddedclausestowritesomethingabitbigger

Teacher lead on whiteboard ----paired task

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Jen’s appropriation of Temple Run

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To think about: •  Teachers initially chose a digital game that represented their

epistemological views and implemented using existing practices (Lucy- Reading Quest: Jen- Ratchet and Clank).

•  Triggers for changed occurred based on Student outcomes: §  Lucy – minecraft- change in beliefs & practice (to sandpit/concept application) §  Jen-Temple run (no change in practice- choosing skill based outcomes limited

appropriation) change in beliefs •  Low competency •  PD- metacognitive approach to teacher preparation and development

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Serious play website

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Thank you

Dr Sarah Prestridge

School of Education and Professional Studies Mt Gravatt Campus Griffith University [email protected],au