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EdMedia Conference 2013, Victoria, BC
Purpose
Insight on open-ended technology-based learning
approach in a traditional school environment.
Research Question:
How do students experience learning in game design
and development environment in terms of 21st century
skills?
Points of Interest
 Open-ended constructivist learning vs. Didactic direct
instruction
 Procedural knowledge vs. declarative knowledge
 Game/play learning vs. Standards-based knowledge
acquisition
Framework
Games & Play
Game
Authoring
Digital literacy
Theoretical Framework
Digital Literacy and 21st Century Learning
Root-Bernstein & Root-Bernstein 1999
Gangadharbatla, 2010
Runco, 2007
Theoretical Framework
Foundations of Games and Play
Huizinga, 1950
Gee, 2005
Shaffer, 2006
Theoretical Framework
Game Authoring
Papert, 1980
Robertson & Howells, 2008
Thomas, 2011
Study Setting
Hispanic
85%
African
American
12%
White, Not
Hispanic
3%
Students not in
special
populations
46%
Exited ESL
Students, 16%
ESL Students,
24%
ESL/SPED
Students, 5%
SPED Students,
9%
Methods
Student interviews
Student digital artifacts
Classroom observations
Students’ Experience
Creativity and innovation learning
Julia, grade 7: “When I’m making a game, it makes me feel I’m
imagining something like if I’m in a world of imagination or I’m
asleep and I’m dreaming.”
Communication and collaboration
Justin, grade 8: “…you can pretty much work together and that helps
you out in working together as team with other people and
building up your [game].”
Critical Thinking & Problem solving
Blanca, a grade 8: “It makes me understand how the computer talks
and how it’s different from, let’s say our language, how the
computer has its own language and we have ours.”
Discussion
 Creative and innovative thinking in authentic game
authoring: positive feeling and deep satisfaction
 Content confluence—integrated holistic learning of
subjects
 Deep-learning concept—underlying causes and deep
explanations
 Involves interactive technology-integrate constructivist
learning environment
What does this mean?
Curriculum Tension:
 Open-ended constructivist learning vs. Didactic direct
instruction
 Procedural knowledge vs. declarative knowledge
 Game/play learning vs. Standards-based knowledge
acquisition
 Active learning vs. Passive learning
Where do we go from here?
Contact Information
Cesar C. Navarrete,
University of Texas at Austin
ccnavarrete@utexas.edu
Laura Minnigerode,
World Wide Workshop
laura@worldwideworkshop.org

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Middle School game development curricula for innovative learning research

  • 2. Purpose Insight on open-ended technology-based learning approach in a traditional school environment. Research Question: How do students experience learning in game design and development environment in terms of 21st century skills?
  • 3. Points of Interest  Open-ended constructivist learning vs. Didactic direct instruction  Procedural knowledge vs. declarative knowledge  Game/play learning vs. Standards-based knowledge acquisition
  • 5. Theoretical Framework Digital Literacy and 21st Century Learning Root-Bernstein & Root-Bernstein 1999 Gangadharbatla, 2010 Runco, 2007
  • 6. Theoretical Framework Foundations of Games and Play Huizinga, 1950 Gee, 2005 Shaffer, 2006
  • 7. Theoretical Framework Game Authoring Papert, 1980 Robertson & Howells, 2008 Thomas, 2011
  • 8. Study Setting Hispanic 85% African American 12% White, Not Hispanic 3% Students not in special populations 46% Exited ESL Students, 16% ESL Students, 24% ESL/SPED Students, 5% SPED Students, 9%
  • 9. Methods Student interviews Student digital artifacts Classroom observations
  • 10. Students’ Experience Creativity and innovation learning Julia, grade 7: “When I’m making a game, it makes me feel I’m imagining something like if I’m in a world of imagination or I’m asleep and I’m dreaming.” Communication and collaboration Justin, grade 8: “…you can pretty much work together and that helps you out in working together as team with other people and building up your [game].” Critical Thinking & Problem solving Blanca, a grade 8: “It makes me understand how the computer talks and how it’s different from, let’s say our language, how the computer has its own language and we have ours.”
  • 11. Discussion  Creative and innovative thinking in authentic game authoring: positive feeling and deep satisfaction  Content confluence—integrated holistic learning of subjects  Deep-learning concept—underlying causes and deep explanations  Involves interactive technology-integrate constructivist learning environment
  • 12. What does this mean? Curriculum Tension:  Open-ended constructivist learning vs. Didactic direct instruction  Procedural knowledge vs. declarative knowledge  Game/play learning vs. Standards-based knowledge acquisition  Active learning vs. Passive learning
  • 13. Where do we go from here?
  • 14. Contact Information Cesar C. Navarrete, University of Texas at Austin ccnavarrete@utexas.edu Laura Minnigerode, World Wide Workshop laura@worldwideworkshop.org

Editor's Notes

  1. The identified importance in this curricular mode: game authoring is significantly different from game.-based learning in that students create a digital game program in action script
  2. Curricular
  3. Specific facets of the game design environment Creativity and innovation learning Collaborative learning Problem solving and critical thinking
  4. Digital Literacy: the language; the code
  5. South Central US Charter Middle School—450 students 85% Hispanic and 12% African American. 46% are English language learners 93% qualifying for free or reduced lunch. Classrooms: Technology classroom with 30 desktop computer Portable building and had 25 laptop computers on tables
  6. Case Triangulation through different sources of data
  7. Creativity and innovation experience identified a personally satisfying and associated with emotion
  8. Curricular