Gamify learning   Learning and Teaching through having fun  CITERS 2011 @Hong Kong University  June 30 th  2011 Frankie Ta...
Gamify learning is  the implementation of gaming mechanics into learning and teaching experience to increase learner engag...
 
Digital Native   數碼原居民   /  NET 世代   better at parallel processing taking in information more quickly comfortable collabor...
Digital Native abundance  of info visual   connected   random   speed   multitask game/ structure  oriented
Types of games <ul><li>educational + learning </li></ul><ul><li>political + public policy </li></ul><ul><li>health + welln...
When you are playing…   <ul><li>player is the center of attention </li></ul><ul><li>the game world is very responsive to y...
What’s so attractive about digital games? <ul><li>it’s the learning that digital game provides </li></ul><ul><li>kids like...
Digital game-based learning
What do they learn? <ul><li>on the surface, they learn how to do things, like driving a car, plane, etc. </li></ul><ul><li...
Why digital game-based learning? <ul><li>Digital games and technology can transform the traditional classroom into a const...
What students learn at school nowadays  lack of real-life context , student are not able to apply what they learnt at scho...
Student Survey (June 2011) Do you like playing digital games? <ul><li>110 primary and secondary school students  </li></ul...
Case Study 1:  learning through playing
Students’ difficulties in learning ESL <ul><li>Students understand the importance of learning English. </li></ul><ul><li>B...
English lessons  <ul><li>Teachers find students lack of motivation in learning English vocabularies </li></ul><ul><li>Teac...
Design <ul><li>Teacher provide us with the  </li></ul><ul><li>curriculum vocabulary list  </li></ul><ul><li>Designers and ...
Design <ul><li>Convenient Store </li></ul><ul><li>Customers come in looking  </li></ul><ul><li>for specific items  </li></...
Game play <ul><li>Players as a the shopkeeper and direct customers to the appropriate location </li></ul><ul><li>More item...
Game play <ul><li>Students have to match the word/pronunciation with the correct picture  </li></ul><ul><li>Reports after ...
 
Applying the game in the classroom <ul><li>5  form 1 classes from a CMI school </li></ul><ul><li>104 students , 5 English ...
Pre-test and post-test  <ul><li>Same test paper for both tests </li></ul><ul><li>Matching format : to test if the students...
Test Results (Changes in percentage) Class 1:  + 5.85% Class 2:  + 7.70% Class 3:  + 31.78% Class 4:  + 24.57% Class 5:  +...
Student feedbacks  <ul><li>Survey:  </li></ul><ul><li>91 form one students from 5 classes </li></ul><ul><li>Male: 61 + Fem...
 
“ it  attracts me  to play” “ it is nice to  learn in a happy way ” “ my  motivation  is in the game” “ I will NOT feel bo...
Teacher feedbacks <ul><li>Total: 10 teachers  </li></ul><ul><li>Did the game give your students a better learning motivati...
Case Study 2:  learning through creating
Kodu game lab <ul><li>User-friendly  </li></ul><ul><li>Runs on PC and Xbox 360 </li></ul><ul><li>3D simulation environment...
Making games in the classroom <ul><li>2 schools; 4 classes (1 primary + 1 secondary school) </li></ul><ul><li>Computer les...
Focus Group Interview  <ul><li>Student : 'I like making my own games! And I like playing my classmates' games too!' </li><...
<ul><ul><li>Teacher : 'Through game creation, students are not only learning programming skills, but also creativity, logi...
Conclusion  We seek for advices and improvements while looking for a possible future of digital game-based learning in the...
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18 digital game based learning - learning and teaching through having fun

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18 digital game based learning - learning and teaching through having fun

  1. 1. Gamify learning Learning and Teaching through having fun CITERS 2011 @Hong Kong University June 30 th 2011 Frankie Tam, FifthWisdom Technology Limited Clara Hui, Hong Kong Digital Game-Based Learning Association
  2. 2. Gamify learning is the implementation of gaming mechanics into learning and teaching experience to increase learner engagement, motivation and fun. It is a Digital Game-Based Learning solution in which learners acquire targeted subject knowledge as well as essential generic skills. 1. Learn through playing digital games 2. Learn through creating digital games
  3. 4. Digital Native 數碼原居民 / NET 世代 better at parallel processing taking in information more quickly comfortable collaborating over networks very adaptive to new technologies
  4. 5. Digital Native abundance of info visual connected random speed multitask game/ structure oriented
  5. 6. Types of games <ul><li>educational + learning </li></ul><ul><li>political + public policy </li></ul><ul><li>health + wellness </li></ul><ul><li>Business </li></ul><ul><li>Military </li></ul><ul><li>advertising </li></ul>
  6. 7. When you are playing… <ul><li>player is the center of attention </li></ul><ul><li>the game world is very responsive to your every single move </li></ul><ul><li>player is the expert </li></ul><ul><li>everything is possible, you would be the best NBA player </li></ul><ul><li>things are relatively simpler compares to the real world </li></ul><ul><li>trial and error is the best plan </li></ul>
  7. 8. What’s so attractive about digital games? <ul><li>it’s the learning that digital game provides </li></ul><ul><li>kids like all humans, love to learn when it isn’t forced </li></ul><ul><li>digital game provides learning opportunity every second </li></ul>
  8. 9. Digital game-based learning
  9. 10. What do they learn? <ul><li>on the surface, they learn how to do things, like driving a car, plane, etc. </li></ul><ul><li>on the deeper levels, they take in information from many sources and make decisions quickly </li></ul><ul><li>deduce game’s rules from playing rather than being told </li></ul><ul><li>create strategies for overcoming obstacles </li></ul><ul><li>understand complex systems through experimentation </li></ul><ul><li>learn to collaborate with others </li></ul>
  10. 11. Why digital game-based learning? <ul><li>Digital games and technology can transform the traditional classroom into a constructivist classroom which produced improved skills of question formulating, hypothesis generation and ability to intelligently address new problems” - Salomon 2002 </li></ul><ul><li>Students are more willing to learn , Moulder (2004) recounts an elementary school student once raises: </li></ul><ul><li>‘ Why read about ancient Rome when I can build it? </li></ul>
  11. 12. What students learn at school nowadays lack of real-life context , student are not able to apply what they learnt at school in their everyday life and thus they are not interested in the school subjects Siexas , 2000 It has been increasingly difficult to capture the interest and attention of young people especially in a traditional classroom setting. The single feed of information and step by step logics just simply can not satisfy the needs of the new generation . Prensky, Windham, 2005
  12. 13. Student Survey (June 2011) Do you like playing digital games? <ul><li>110 primary and secondary school students </li></ul><ul><li>from 3 local and international schools </li></ul><ul><li>88% likes playing digital games, some played for 6-10 years </li></ul><ul><li>Most of them play digital games every day for at least 1 hour </li></ul>
  13. 14. Case Study 1: learning through playing
  14. 15. Students’ difficulties in learning ESL <ul><li>Students understand the importance of learning English. </li></ul><ul><li>BUT they think… </li></ul><ul><li>English lesson is boring </li></ul><ul><li>Vocabularies are hard to learn </li></ul><ul><li>Can’t keep up with the teacher in the classroom </li></ul>
  15. 16. English lessons  <ul><li>Teachers find students lack of motivation in learning English vocabularies </li></ul><ul><li>Teachers want to bring in </li></ul><ul><li>an interactive learning tool </li></ul><ul><li>Teachers have to teach form </li></ul><ul><li>one students English vocabs </li></ul><ul><li>according to the unit theme </li></ul>
  16. 17. Design <ul><li>Teacher provide us with the </li></ul><ul><li>curriculum vocabulary list </li></ul><ul><li>Designers and gaming professionals talk to the teachers </li></ul><ul><li>Discuss and understand the goal of the game and what the teachers want students to achieve: </li></ul><ul><li>picture + word association </li></ul>
  17. 18. Design <ul><li>Convenient Store </li></ul><ul><li>Customers come in looking </li></ul><ul><li>for specific items </li></ul><ul><li>Customers' desire bubble: </li></ul><ul><li>1. Beginner levels: pronunciation + spelling </li></ul><ul><li>2. Intermediate levels: spelling only </li></ul><ul><li>3. Advanced levels: pronunciation only </li></ul>
  18. 19. Game play <ul><li>Players as a the shopkeeper and direct customers to the appropriate location </li></ul><ul><li>More items are added in each level </li></ul><ul><li>Different types of customers with different special characteristics are introduced in each level </li></ul>
  19. 20. Game play <ul><li>Students have to match the word/pronunciation with the correct picture </li></ul><ul><li>Reports after each round </li></ul><ul><li>showing words players </li></ul><ul><li>matched successfully and </li></ul><ul><li>words players failed to </li></ul><ul><li>match. </li></ul>
  20. 22. Applying the game in the classroom <ul><li>5 form 1 classes from a CMI school </li></ul><ul><li>104 students , 5 English teachers involved </li></ul><ul><li>students are given netbook computers </li></ul><ul><li>15-20 mins game play in class </li></ul><ul><li>teachers do recap and debriefing with the students each time </li></ul><ul><li>Approach 1: learn the vocabularies only through the game </li></ul><ul><li>(pre-test  game  post-test) </li></ul><ul><li>Approach 2: teaching before playing the game </li></ul><ul><li>(pre-test  teaching  game  post-test) </li></ul>
  21. 23. Pre-test and post-test <ul><li>Same test paper for both tests </li></ul><ul><li>Matching format : to test if the students can associate the </li></ul><ul><li>picture with the word </li></ul><ul><li>52 questions in total </li></ul>
  22. 24. Test Results (Changes in percentage) Class 1: + 5.85% Class 2: + 7.70% Class 3: + 31.78% Class 4: + 24.57% Class 5: + 36.43%
  23. 25. Student feedbacks <ul><li>Survey: </li></ul><ul><li>91 form one students from 5 classes </li></ul><ul><li>Male: 61 + Female: 30 </li></ul><ul><li>Focus Group Interview </li></ul>
  24. 27. “ it attracts me to play” “ it is nice to learn in a happy way ” “ my motivation is in the game” “ I will NOT feel bored!” “ it is easier for me to learn through games” “ we like games, so education mixing game is good”
  25. 28. Teacher feedbacks <ul><li>Total: 10 teachers </li></ul><ul><li>Did the game give your students a better learning motivation? Yes: 7/ No: 1/ Not sure 2 </li></ul><ul><li>Do you think your students are learning English vocabularies from the game? Yes: 6/ No: 1/ Not sure 3 </li></ul><ul><li>“ students were motivated and happy to find out more about the </li></ul><ul><li>new learning element” </li></ul><ul><li>“ students are highly motivated” </li></ul><ul><li>“ students were more concentrated” “games can a be very supportive teaching tool </li></ul><ul><li>to consolidate knowledge” </li></ul>
  26. 29. Case Study 2: learning through creating
  27. 30. Kodu game lab <ul><li>User-friendly </li></ul><ul><li>Runs on PC and Xbox 360 </li></ul><ul><li>3D simulation environment </li></ul><ul><li>visual game creation environment </li></ul><ul><li>20 different characters with different abilities </li></ul><ul><li>make video games without any knowledge of programming </li></ul><ul><li>High-level language incorporates real-world primitives: collision, color, vision </li></ul>
  28. 31. Making games in the classroom <ul><li>2 schools; 4 classes (1 primary + 1 secondary school) </li></ul><ul><li>Computer lessons </li></ul><ul><li>Teachers teach game building techniques </li></ul><ul><li>Students create their own games in groups </li></ul>
  29. 32. Focus Group Interview <ul><li>Student : 'I like making my own games! And I like playing my classmates' games too!' </li></ul><ul><li>Student : 'I came across problems that I have never encountered in other lessons. And I used my own way to solve them!' </li></ul><ul><li>Student : 'We're so happy </li></ul><ul><li>having our own digital </li></ul><ul><li>games! We feel really </li></ul><ul><li>proud and satisfied!' </li></ul>
  30. 33. <ul><ul><li>Teacher : 'Through game creation, students are not only learning programming skills, but also creativity, logical thinking, problem solving and other generic skills.' </li></ul></ul><ul><ul><li>Teacher : 'Students are eager to ask each other' opinions during the design process, they are learning together and their communication and co-operative skills are improved!' </li></ul></ul>
  31. 34. Conclusion We seek for advices and improvements while looking for a possible future of digital game-based learning in the Hong Kong classrooms. Thank you! Question or comments? [email_address] www. fifthwisdom.com clara@digitalgameslearning.org www.digitalgameslearning.org
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