7. The Byron Review refers to
“the educational, social
and entertainment benefits
that the internet and video
games technologies
clearly offer.”
Dr Tanya Byron. (Source: Byron Review, p15)
8. The games industry “fulfills and
plays an important role in our
society, and a very constructive
role in the lives of many young
people, as well as middle-aged
people like myself.”
Shaun Woodward, Government minister.
(Source: Gamesindustry.biz)
13. “A Nintendo DS system to
improve your child's
education. What a load of
nonsense, just shows you how
destitute in ideas some of
those so called educationalists
have become.”
14. “What a load of tripe - so the
kids leave school not being
able to read and write but they
can use a playstation? -
which moron thought that one
up.”
15. How does such a
pessimistic
outlook help take
learners forward?
26. Scotland’s got game
• Consolarium project began in August
2006
• Initially 7 early adopter authorities
• Now working with or about to work
with almost 30 of those
• Hundreds of teachers and thousands of
pupils involved
• Games consoles in many schools (2300
DS recently purchased)
• Working with many TEIs
• Permeates Curriculum for Excellence
• No longer seen as a maverick idea
38. GUITAR HERO IN THE CLASS
PROJECT
A DAFT IDEA? YOU BET, BUT IT WORKS!
DATE CLIENT
2007 TO PRESENT LEARNING AND TEACHING SCOTLAND
39. Creating a ‘collaborative story’
* Guitar Hero became the contextual
hub for learning in P.7
* Children lost themselves in the
world of rock and roll
* Relevant and meaningful learning
programme established
* Class virtual band drove learning in
various curricular areas
* Enthusiasm and commitment to
learning was palpable
* A rich learning experience packed
with quality
40. Used as a Primary
to Secondary
transition project
43. ENDLESS OCEAN....
PROJECT
ENDLESS LEARNING WITH SANDBOX GAMES
PRESENTER AUTHORITY
DEREK P ROBERTSON ABERDEENSHIRE & STIRLING
61. An area for development
Where are we with games as texts?
• Very little depth, demand or challenge in
the underlying narrative
• Characters in games up until now have
been rather superficial and one-
dimensional
• Lack of emotional diversity
• Currently: Fear, Surprise, Anger,
Anticipation Fight-or-Flight Response
• Future: Love, Sadness, Jealousy,
Optimism,
Thanks to Ted Hung for inspiration here www.tedhung.com
65. Writing for a digital audience
What do we plan to do?
• S.2/3 Pupils to play Hotel Dusk Room 215
for homework
• Will develop their Noir detective and their
storyline
• Story to be drafted, recorded and
dramatised for audio and video podcast
• As with old serials their stories will be
delivered over a a period of 6 weeks,
building their digital audience
• Using Garageband and ipod touches to
create and test their work
• Promoting inter-disciplinary working
• Introduce pupils to the wider genre of Noir
literature
68. Joined up thinking?
• SLF’08: Guitar Hero Competition
• SLF’08: Sonic and Mario at the Olympics
Competition
• SLF’08: Dr Kawashima Competition
• SLF’09: Guitar Hero World Tour
Competition
• SLF’09: Dragon’s Den Competition
• Glow Groups
• The Winning Game
69. CANVAS
TITLE
EXPLORING LEARNING IN VIRTUAL WORLDS
PRESENTER AUDIENCE
DEREK ROBERTSON NATIONAL RESOURCE
71. Teachers embracing games
GAMES DEVICES HAVE A LOW TECHNOLOGY
SKILLS THRESHOLD
TEACHERS GET SUCCESS WITH GAMES
TECHNOLOGY, THIS ENHANCES SELF-CONFIDENCE
TEACHERS CAN FOCUS ON TEACHING AND LEARNING
AND NOT WORRY ABOUT THE TECHNOLOGY
THEY SEE THE POSITIVE IMPACT ON CHILDREN