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Computer Games in Education - Unlocking Learning

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Games Based Learning in Schools - up-dated November 2010

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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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