Computer Games, Curriculum And Educational Policy

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    Computer Games, Curriculum And Educational Policy - Presentation Transcript

    1. Øystein Johannessen Deputy Director General Computer Games as Learning Oslo, 21042008 Computer Games, Curriculum and Educational Policy
    2. Issues
      • ICT: Home use rules
      • Games and Learning: The Knowledge Base
      • Games and the Curriculum
      • The Road Ahead: Bumpin’ or Cruisin’?
      • Documentation and references
        • www.slideshare.net/oysteinj
        • http :// Oysteinj.typepad.com
    3. Improving our understanding of NML by gathering evidence Cognitive skills development Social values and lifestyles Learning expectations Educational achievement
    4.  
    5.  
    6. PISA 2006: Q3a - How often do you use a computer at home?
    7. Games and Learning: The Knowledge Base
      • Teaching with Games (Futurelab 2006): Structural issues and teachers’ ability to link curriculum and games.
      • The Byron Review (2008):
        • Potential benefit from games in learning. However, further research is needed
        • Several barriers to integration of games in teaching and learning
      • Games, violence and gender:
        • Games can increase aggressive thoughts, feelings and behaviors
        • People can separate fantasy from reality
        • Gender: Women stereotyped and objectified in some cases (Dill, 2007)
    8. PISA 2006: Patterns of use
    9.  
    10. NB: Not adjusted for SES
    11. Games and the Curriculum
      • The Byon Review (2008):
        • Games can support learning in subjects such as science, engineering, English and history
        • Games can act as environments for complex problem solving, supporting concentrated attention and for exploring imaginary worlds
      • Norwegian Curriculum (Kunnskapsløftet)
        • Digital skills are embedded in all subject curricula
        • Several competence goals enable the use of games
    12. Balancing games and curriculum ( Emerging Technologies for Learning II , 2007) Strategy game for problem- solving skills Games with e.g. simulation environment for physic to create theme parks etc Mismatch game intention and learning. Games as ” activity only” Games as reward and entertainment
    13. The Road Ahead: Cruisin’ or Bumpin’?
      • Need to focus on both learning outcomes as well as on creativity, collaboration and communication issues
      • Strengthen knowledge base through e.g. testbed research and knowledge dissemination
      • Engage teachers through practical examples. Roadmap approach – from testbed to practice
      • Dialogue with gaming industry?
      • Increased use of games in learning must not reinforce SES or gender differences.
    14. Thank you for listening  Lenke til video
    15. References
      • Trygg Bruk-undersøkelsen 2008
      • The New Millenium Learners Project (OECD)
        • Expert Meeting on Videogames and Education
      • Futurelab 2006: Teaching with Games
      • The Byron Review
      • Becta : Emerging Technologies for Learning II (2007)
      • Karen Dill 2007: The Influence of Video Games on Youth : Implications for Learning in the New Millennium

    + Oystein JohannessenOystein Johannessen, 2 years ago

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