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Collateral Learning:
Online Games for
21st Century Skills




                       Lisa Galarneau
                       Ph.D. Candidate
                       The University of Waikato
                       New Zealand
                       lisa@socialstudygames.com
The future
seldom looks
like we
expect it to…
Or hope…
The future is often
imagined within
existing
paradigms…
And yes, the
future is written
in the present…
But hints often
come from
surprising
corners…

Pop culture…
Sub-culture…
Technological
innovations…
Early
adoption…
Apparently bad
ideas…
Perhaps just
before their
time…
So what
does our
present
say about
our future?
Virtual
Worlds…
The face
of work is
changing
Knowledge
workers…
What
skills
do we
need?

How
do we
learn
them?
We most
often learn
without
meaning
to…
Collateral
learning…
Can games help us develop so-
called 21st century skills?


                   Soft skills, emotional
                    intelligence, enterprise skills
                   Problem-solving, decision-
                    making, team-work,
                    communication, collaboration,
                    managing self, information
                    literacy, relating to others,
                    entrepreneurship
Even single
player games
are often
played
cooperatively
Because
games have
always been
primarily
social…
Social play is
particularly
good for
learning…
How can online games facilitate 21st
century skill development?


                     Dede’s critical skills:

                      Manage information
                      Comfort with
                       diversity
                      Thrive on chaos
   The U.S. Military (Massive
                    Multiplayer Online Gaming: A
                    Research Framework for
                    Military Training and Education,
                    2005) -
Who believes?       http://www.strategicleader.us
                    /ExperientalLearningPapers/
                    GameReport_Bonk_final.pdf
                   Researchers: Katie Livingston
                    Vale, Constance Steinkuehler,
                    Toru Fujimoto, Nick Yee, Aaron
                    Delwiche
Periodic
                Storypath/story-based curricula
                 (content)
                Team-building/cooperation/
                 communication (skills)
                Research (skills)
How might it    Simulation/synthetic worlds
                 (systems thinking)
look?          Ongoing
                Communities of practice united
                 around play (content/skills/
                 sociocultural literacy)
                Lifelong learning (content/skills)
Principles (Bonk and Dennen)
Industry Player
   Join an existing group of at least 4
                                            members. After gaining their trust and
                                            loyalty, persuade the group to hunt at a
                                            different spot.

                                           Start a group, and then get the group to
   Leadership                               a designated location deep within a
                                            level-appropriate dungeon to get a drop
   Training (as                             from a specific mob.
   imagined by Nick                        The leader of a guild that is about to
                                            fracture over a long-standing issue has
   Yee*)                                    just stepped down from the position.
                                            Keep this leaderless guild together while
                                            keeping attrition to a minimum.
                                           Create a guild of at least 50 active
                                            members with a weekly attrition of not
                                            more than 5%.




* http://www.nickyee.com/daedalus/archives/000515.php?page=3
Galarneau, Lisa and Melanie Zibit.
                   (In Press)
                The future is written in the present:
                   Online games for 21st century
                   competency.
Much, much
                In Games and simulations in online
more in            learning: Research and development
forthcoming        frameworks.

book chapter!   David Gibson, Clark Aldrich, Marc Prensky
                (Eds.)

                Draft available at:

                http://lisa.socialstudygames.com/
                    Galarneau_Zibit_OnlineGames.pdf
To ponder…      Will online games/virtual
                 worlds become mainstream
                 activities?
                Will we all inhabit a variety
                 of worlds?
                Will we sign up for lifelong
                 learning? Like sports, will
                 online games be not only
                 fun but good for us, too?
                Might our educational
                 system develop an
                 appreciation for informal,
                 collateral learning?
QUESTIONS?




Vintage Images from Tales of Future Past: http://davidszondy.com

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Gdc06 Galarneau2

  • 1.
  • 2. Collateral Learning: Online Games for 21st Century Skills Lisa Galarneau Ph.D. Candidate The University of Waikato New Zealand lisa@socialstudygames.com
  • 3. The future seldom looks like we expect it to…
  • 5.
  • 6. The future is often imagined within existing paradigms…
  • 7.
  • 8.
  • 9. And yes, the future is written in the present…
  • 10. But hints often come from surprising corners… Pop culture…
  • 16. So what does our present say about our future?
  • 17.
  • 19. The face of work is changing
  • 24. Can games help us develop so- called 21st century skills?  Soft skills, emotional intelligence, enterprise skills  Problem-solving, decision- making, team-work, communication, collaboration, managing self, information literacy, relating to others, entrepreneurship
  • 25. Even single player games are often played cooperatively
  • 27.
  • 29. How can online games facilitate 21st century skill development? Dede’s critical skills:  Manage information  Comfort with diversity  Thrive on chaos
  • 30.
  • 31.
  • 32.
  • 33. The U.S. Military (Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education, 2005) - Who believes? http://www.strategicleader.us /ExperientalLearningPapers/ GameReport_Bonk_final.pdf  Researchers: Katie Livingston Vale, Constance Steinkuehler, Toru Fujimoto, Nick Yee, Aaron Delwiche
  • 34. Periodic  Storypath/story-based curricula (content)  Team-building/cooperation/ communication (skills)  Research (skills) How might it  Simulation/synthetic worlds (systems thinking) look? Ongoing  Communities of practice united around play (content/skills/ sociocultural literacy)  Lifelong learning (content/skills)
  • 37. Join an existing group of at least 4 members. After gaining their trust and loyalty, persuade the group to hunt at a different spot.  Start a group, and then get the group to Leadership a designated location deep within a level-appropriate dungeon to get a drop Training (as from a specific mob. imagined by Nick  The leader of a guild that is about to fracture over a long-standing issue has Yee*) just stepped down from the position. Keep this leaderless guild together while keeping attrition to a minimum.  Create a guild of at least 50 active members with a weekly attrition of not more than 5%. * http://www.nickyee.com/daedalus/archives/000515.php?page=3
  • 38. Galarneau, Lisa and Melanie Zibit. (In Press) The future is written in the present: Online games for 21st century competency. Much, much In Games and simulations in online more in learning: Research and development forthcoming frameworks. book chapter! David Gibson, Clark Aldrich, Marc Prensky (Eds.) Draft available at: http://lisa.socialstudygames.com/ Galarneau_Zibit_OnlineGames.pdf
  • 39. To ponder…  Will online games/virtual worlds become mainstream activities?  Will we all inhabit a variety of worlds?  Will we sign up for lifelong learning? Like sports, will online games be not only fun but good for us, too?  Might our educational system develop an appreciation for informal, collateral learning?
  • 40. QUESTIONS? Vintage Images from Tales of Future Past: http://davidszondy.com