Learning Patterns for Maths Games June 2006

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    Learning Patterns for Maths Games June 2006 - Presentation Transcript

    1. learning patterns for the design and deployment of mathematical games: research methods and findings
    2. Project of two halves
      • Design strand
      • Development of design patterns for the mathematical games
      • Determine the potential implications of their use for the construction of mathematical games.
      • Guidelines for good practice in designing games in education
    3. Project of two halves
      • Deployment strand
      • University of Warwick, Freudenthal Instituut, London Knowledge Lab and University of Athens deploy and research the use of a chosen game in classrooms.
      • Each of the partners write a case study describing and analysing that experience
      • Guidelines for good practice in designing games in education disseminated.
    4. Demarcation
      • Initial overlap between “design” and “deployment” (design includes test phase – i.e. deployment is part of development)
      • Deployment defined as the integration by the teacher within their learning programme, i.e. once it leaves the design process.
      • Problematic?
    5. Development steps
      • Literature review
      • Mind maps
      • Typologies
      • Case studies
      • Design patterns
      • Guidelines for good practice (design,deployment)
    6. Categories
      • Categories determined in face-to-face meeting.
      • Mathematical content
      • Learning and instruction
      • Educational content
      • Games
      • Interface and interaction
      • Software design
    7. Mind maps
    8. Typologies
      • Mind maps used to:
      • develop typologies
      • Establish metadata for case studies
      • http://lp.noe-kaleidoscope.org/workspace/cases/ChanceMaker/
    9. Case studies
      • Shared pre-existing case studies
      • Each partner also uses pre-existing games in new setting
      • Warwick using Juggler and ChanceMaker microworlds
    10.  
    11.  
    12. Case study methodology
      • Questionnaires for teachers
      • Observe classroom interactions
      • Interview teachers about process of
        • Selection of game
        • Creation of learning activities around game
        • Issues around deployment
        • Effectiveness of learning experience
    13. Initial findings
      • Literature review –
      • Educational context / supporting learning activities highly important
      • “ A game is just an excuse for debriefing”
      • Time in classroom needs to be focused on curriculum content, not in learning the game
      • Wide variety of barriers that need to be addressed
    14. First impressions
      • Deployment occurring throughout June. Initial feedback includes
      • Difficulties with installing game and platforms
      • Games expected to be intuitively obvious to use
      • Cannot always see alignment with curriculum
      • Enthusiasm for concept of gaming to support education
      • Value of having tips for classroom activities
    15. Caveats
      • Self-selected sample
      • Highly interpretivist
      • Small sample size
      • Short time-scale
      • Not generalisable
      • Aim is to identify potential issues
    16. Next step
      • Develop design patterns
      • Identify characteristics of games and their deployment
      • Identify relationships between characteristics
      • Look for elaborations and instantiations

    + Mark ChildsMark Childs, 2 years ago

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