Computer Games in Education - Unlocking Learning

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Games Based Learning in Schools - up-dated November 2010

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  • There are a significant number of commercially available titles that have great application for use in the curriculum – educationally valid, and having a significant impact on the engagement of the pupil in their learning.
  • Our games design work has also really started to take off and authorities from all over Scotland have really bought into the initiative which will provide support and resources for a progressive 3 -18 which we hope will develop and equip Scotland's next generation of games makers.
  • …or indeed games like man hunt where you suffocate people with a plastic bag (another Scottish classic!) becomes available on a new generation of consoles…
  • … such as Project Natal (launching in Q4 2010) where you don’t need a controller as it has full body recognition creating real immersive game play allowing you to act out complex sequences and violence.
  • Health Warning
  • Thank you.
  • Computer Games in Education - Unlocking Learning

    1. 1. Unlocking Learning: Computer Games in Education Ollie Bray National Adviser Emerging Technologies in Learning www.ltscotland.org.uk
    2. 2. 32 Local Authorities 54,000 Teachers 750,000 Students 3,000 Schools 1 Country
    3. 3. 1. why games?
    4. 4. Learning Credit:http://bit.ly/cqGXk8
    5. 5. Credit:http://bit.ly/cqGXk8
    6. 6. Credit:http://bit.ly/cqGXk8
    7. 7. Why?
    8. 8. Learning through play… Time
    9. 9. Playful learning…
    10. 10. Playful learning… Challenge Progression Reward
    11. 11. Playful learning… Challenge Progression Reward Personalized Real-time
    12. 12. competitive…
    13. 13. competitive… …but, non-threatening
    14. 14. Relationships
    15. 15. Relationships
    16. 16. Cultural relevance
    17. 17. Common Language
    18. 18. 2. contextual hubs
    19. 19. the star trek principle? Contextual Hubs
    20. 20. How do we get people to look at things differently?
    21. 21. Literacy Numeracy Social Subjects Health & Wellbeing Technologies Science
    22. 22. Literacy Numeracy Social Subjects Health & Wellbeing Technologies Science
    23. 23. Dorothy Dalgliesh School Gavinburn Primary School 6am 1pm Friday 29th January 2010
    24. 24. “If you want to engage the learners then you need to engage the teachers first” James Huggins, Managing Director, Made in Memadeinme.co.uk
    25. 25. Planning
    26. 26. Nice Graphics Book / Comic Feel
    27. 27. Developed Narrative Book / Comic Feel
    28. 28. Decision Making
    29. 29. Problem solving
    30. 30. Explore the book
    31. 31. Cliff Hangers
    32. 32. vs 190, 637 185, 404
    33. 33. futurelab.org.uk/projects/console-games
    34. 34. 3. Learning games
    35. 35. Dr Marcus de Sautoy
    36. 36. Maths tests – Lochend and Lourdes Lochend 50 students Lourdes 40 students 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 Average test scores before Mangahigh Average test scores after Mangahigh Increase of 23% Increase of 13% 0.0 1.0 2.0 3.0 4.0 5.0 6.0 Average test scores before Mangahigh Average test scores after Mangahigh
    37. 37. Brain Training (2)
    38. 38. Brain Training (1)
    39. 39. Children showed Improvement Motivating Encourage practice Build relationships
    40. 40. 4. Learning from games
    41. 41. “The majority of them really liked it so I said I would install it on their machines. A few replied I didn’t need to do that, ‘because I’m going to download it myself at home tonight’. High praise indeed”. Alan Hamilton Stirling High School - learnerham.org.uk
    42. 42. 5. Creating content
    43. 43. 3 18
    44. 44. Using appropriate software, I can work collaboratively to design an interesting and entertaining game which incorporates a form of control technology or interactive multimedia. TCH 2-09a
    45. 45. National Progression Award Computer Games Design Levels : SCQF 4, 5 and 6 3 Units • Design • Media Assets • Development
    46. 46. immersive
    47. 47. Instant feedback
    48. 48. complex tasks
    49. 49. literacy
    50. 50. rules and building blocks
    51. 51. change variables - science
    52. 52. 6. Teaching about games
    53. 53. boundaries
    54. 54. boundariesblurred
    55. 55. Credit:http://bit.ly/bDPhyX barriers
    56. 56. culture
    57. 57. Children will misuse the technology
    58. 58. platform limitations
    59. 59. training
    60. 60. profesional development
    61. 61. Gulucan village in West China motivation
    62. 62. Gulucan village in West China motivation
    63. 63. Gulucan village in West China motivation
    64. 64. “It is only by watering ideas do we find out if it is a weed or a flower” Siobhan Reddy, Executive Producer - Little Big Planet.
    65. 65. Ollie Bray Learning & Teaching Scotland o.bray@ltscotland.org.uk @olliebray

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