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Øystein Johannessen Deputy Director General  Computer Games as Learning Oslo, 21042008 Computer Games, Curriculum and Educ...
Issues <ul><li>ICT: Home use rules </li></ul><ul><li>Games and Learning: The Knowledge Base </li></ul><ul><li>Games and th...
Improving our understanding of NML by gathering evidence Cognitive skills development Social values and lifestyles Learnin...
 
 
PISA 2006: Q3a -  How often do you use a computer at home?
Games and Learning: The Knowledge Base <ul><li>Teaching with Games (Futurelab 2006):  Structural issues and teachers’ abil...
PISA 2006: Patterns of use
 
NB: Not adjusted for SES
Games and the Curriculum <ul><li>The Byon Review (2008): </li></ul><ul><ul><li>Games can support learning in subjects such...
Balancing games and curriculum ( Emerging Technologies for Learning II , 2007) Strategy game for problem- solving skills G...
The Road Ahead: Cruisin’ or Bumpin’? <ul><li>Need to focus on both learning outcomes as well as on creativity, collaborati...
Thank you for listening   Lenke til video
References <ul><li>Trygg  Bruk-undersøkelsen  2008 </li></ul><ul><li>The New  Millenium   Learners  Project  (OECD) </li><...
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Computer Games, Curriculum And Educational Policy

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Innlegg på konferansen "Computer Games as Learning" 21.4.08

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Computer Games, Curriculum And Educational Policy

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

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