Game-Ed - Motivating Learners


Published on

There are tens of millions of people, all ‘levelling’ up using all kinds of technology, and a healthy range of industries using this content for magazines, radio, television, theatre, books and performance. This interplay and burring of lines exists in our lives and in that of learners, from pre-school to higher education. The challenge for us is to be skilled enough to understand that motivation powers deeper learning and that without it, we become strategic ‘we do it to get though’.

Published in: Education, Technology
1 Like
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Game-Ed - Motivating Learners

  1. 1. GAME-ED Realism Relevance Retention One page guides to renewing classroom learning What is it that game designers add that teachers can use in the classroom? 16 MILLION QUESTS A DAY - BUT WHO’S LEARNING? According to Blizzard Game Designer Jeff Kaplan, there are sixteen million quests completed on a  daily base in World of Warcraft. What is it about MMO games that educators can learn from?  Is Warcraft addictive, anti-social and ideas, share them, talk about them and disconnecting people or a genius give them back to the community to use combination of fun, social connection them. At the centre of all this is and goal orientated motivated ‘players’. motivation, that basic human interest – to The debate will roll on, but Warcraft is learn more about the world in which we one of hundreds of MMOs, each with not only live, but shape. In the work of millions of players all ‘levelling’ to attain graphic design – millions of people are new power and skill. None are born with busy creating unique artworks in physical these skills, but are goal-orientated by and virtual space, and at the centre is a various aspects to try and learn them personal interest. YouTube adds and then transfer those skills between hundreds of millions of videos, millions of platforms, games, situations and which are original content, Fan Fiction, problems. MMOs require soft skills of co- Facebook, MySpace, Second Life, Blogs, operation and collaboration and social Wikis – all spaces in which motivated interaction. At the centre of all of this is people are using technology to to not How can we use gameplay? motivation, supported by a narrative, only learn, but to share what they learn in process failure recovery in learning how public spaces. The amount of ‘free’ Games don’t stay in the to play. There is a context to the content dwarfs the commercial and much computer, the turn into drama, gameplay – some reason to participate of it, contrary to the media-spin – is great music, film, book, magazine, art and compulsion to return to get better. In software, great writing, great film and a and social connections. Learning how they operate can give the world of Linux, millions of people great deal of fun. teachers ideas on how to use have been collaborating to solve them in classrooms problems, develop better software, better [1]
  2. 2. GAME BASED LEARNING Taking a look at how games use motivation, how can we use that inside classrooms? There are tens of millions of people, all  ‘levelling’ up using all kinds of  technology, and a healthy range of  industries using this content for  magazines, radio, television, theatre,  Use the books and performance. This interplay  process to and burring of lines exists in our lives  motivate! and in that of learners, from pre‐school  to higher education. The challenge for us  is to be skilled enough to understand  that motivation powers deeper learning  Resources/Skill – does the learner know what and that without it, we become strategic  skills/resources are needed in order to attempt ‘we do it to get though’. the task? So how do you start to use ‘gameplay’ in Persistence – why would I not want to the everyday classroom? abandon it and give up? Experience – Does the lesson allow for Motivation – what is it about the lesson that is novices and expert engagement? intrinsically motivating Collaboration – Does the lesson allow co- Process – Is this lesson part of a chain? operation or co-production Feedback – How can they tell how they are Safe-Fail mode – does the lesson allow the going? student to fail and try again? Chain – does the learner know how many Practice mode – can the learner ‘practice’ parts are in the chain before or after the same task? Goal – Does the learner know what the goal is Expert mode – what is it about the lesson that to move to the next link in the chain. only those who ‘level’ up will be rewarded? Duration – how long do they need to learn to ‘level’ up some other consumer item that young Get kids to watch the Toyota ‘Warcraft Lesson Ideas people use all the time. How can they use Ad’ on YouTube. Get them to select Let students use the free trail of Warcraft, the game and their research to come up another game and create a similar ad for get them to look at the range of wiith what they think is a ‘safe’ and another car - using Machinima. characters offered. Ask them to write a ‘positive’ guide to playing online games. story, using screenshots as illustrations. Ask students to use a game-maker Let kids play Disney’s Surf Well Island, application and design their own game, Ask students to design a ‘safe-gaming’ and answer the cyber-safety quiz. Ask get them to collaborate, write proposals, ad campaign, researching a game, and them to come up with more storyboards storyboards and plan the game from idea using images and themes from the game that Disney could use to packaging.! SCAFFOLD IN FUN! on a range of packaging (Coke Cans) or [2]