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Let’s play
               the value of game-based learning in Academic Development
                             Chrissi Nerantzi & Craig Despard
                                   University of Salford

                     16 November 12, 17th Annual SEDA Conference

                          You can
                      discover more
                      about a person
                       in an hour of
                       play than in a
                          year of
                      conversation..




http://www.flickr.com/photos/almarams/3902611177/
Intended learning outcomes
• Explore the benefits and challenges of game-
  based learning within Academic Development

• Discuss the game-based learning approach used
  within the LTHE module of the PGCAP
  Programme

• Identify opportunities for game-based learning
  within PgCert programmes and other Academic
  Development activities
Let’s play the “Making Game” (20 min)
• Triads (or more
  depending on
  numbers)
• Get your
  smartphones/tablets
  out!
• Think outside-the-box
• Use the resources
  bank!
• Play, create, share,
  capture, reflect
Game instructions
Stage 1 (10min): Work in triads to come up with a creative intervention based on
the following scenario. Use the resource bank provided. Capture your idea using
a smartphone (feel free to use audio, video and still images).

As a facilitator: “I found the induction with a new class the hardest. Too much silence and students
find it hard to start talking to each other. I am usually asking them questions and encourage them
to talk to each other but nothing seems to work that well and I feel uncomfortable too. I end up
doing most of the talking and my students just sit there and listen... It doesn’t feel right and I
would love to find a way to create a fun induction that will enable the students to get to know
each other and feel more relaxed about the module. Any ideas?”


Stage 2 (10min): Share your creative intervention in 1min presentations and
award points for each idea. (Max points 3 for your favourite idea) The triad that
collects the most points is the winner of the game and will receive a prize
Delegates will be asked to record each other’s presentations using a smartphone.
Reflect



How did this feel? Share
  your reflections and
observations on a post-
 it note and swap with
     other delegates.
“Sell your bargains”
  an alternative reality game
alternative reality games in Higher
                  Education
“The rationale behind the use of alternative reality games is that the
use of problem-based, experiential and collaborative activities in
alternative reality games makes them ideally suited to teaching in
higher education; particularly as they enable players to become
involved in both playing and shaping the narrative as it emerges.”
(Whitton, 2010, 87)

                Dr Nicola Whitton
                Research Fellow, Education and Social Research
                Institute, Manchester Metropolitan University

                Blog: http://playthinklearn.net/
                Twitter: @nicwhitton
“Sell your bargains” game



• Stage 1: Select – Threshold concept (authentic problem
  (individual task)

• Stage 2: Share and discuss problem, Invest – creative
  intervention (collaborative task)

• Stage 3: Surprise – test in practice, Case study (individual task
  (public voting)
So, what happens?
http://rebeccajacksonpgcap.wordpress.com/sell-
your-bargains/




                                                              “It was so much fun I
                                                              think I forgot I was
                                                              learning, but then
                                                              maybe that was the
                                                              point!”




Video set http://www.youtube.com/playlist?list=PL344DE3772E336242
combo approach




   BYOD
       &
    “no” tech
benefits



           •   fun and enjoyable experience
           •   learning through play (not experienced
               before)
           •   playing with colleagues from other
               disciplines
           •   partnering
           •   using different learning spaces
           •   freedom despite structure
           •   thinking outside-the-box
           •   experimenting with digital tools (own
               devices and freely available online
               platforms)
           •   reflect on own practice and think about
               introducing game-based learning with
               own students
Introducing game-based
learning in own practice:
“Although the chocolate
makes the game fun, I’m
hopeful that the game
environment will enhance
the learning experience by
encouraging students’
creativity.

Instead of me showing
them slides with lists of
news values and endless
examples, they’re going to
have to find their own way
through that complex
concept through playing the
game. “

PGCAP student
challenges
• Complexity of the game
• One game organiser
• Available digital
  technologies
• Physical location to
  showcase ideas
• Uploading video clips
• Time required to fully
  engage in all 3 Stages
• Open voting
• More facilitators (1 per
  10 players)                  possible solutions
• Tablets for the game
• Support (initial staff
  development)
• Scaffolding Stage 3
  (case study template)
  and link to assessment
• Further dissemination
  (institutional repository,
  CPD session,
  publications)
• Use further channels to
  promote the game and
  play with other groups
  beyond the PGCAP
• seeks sponsors
Horizon Report Higher Ed 2012
2012 “Game-based learning has grown in recent years as
research continues to demonstrate its effectiveness for learning.
Games for education span the range from single-player or small-
group card and board games all the way to massively multiplayer
online games and alternate reality games. Those at the first end
of the spectrum are easy to integrate into the curriculum, and
have long been an option in many higher education institutions;
but the greatest potential of games for learning lies in their ability
to foster collaboration and engage students deeply in the process
of learning. Once educational gaming providers can match the
volume and quality of their consumer-driven counterparts,
games will garner more attention.”

Horizon Report 2012, Game-Based Learning (Adoption 2-3 years)
Discussion


How can games be used
   more (effectively)
    within Academic
Development provision
 including PGCAP and
   similar accredited
     programmes?
References

Gauntlett, D (2011) Making is connecting. The social meaning of creativity, from
DIY and knitting to YouTube and Web 2.0, Cambridge: Polity Press.

Nerantzi, C (in print) “Sell your bargains” Playing a mixed-reality game with
academics to spice-up teaching in HE, Cases on Digital Game-Based Learning:
Methods, Models and Strategies, to be published by IGI Global (http://www.igi-
global.com) in 2012.

NMC Horizon Report (2012) Higher Education Edition, available at
http://www.nmc.org/pdf/2012-horizon-report-HE.pdf

Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging
Students in Higher Education, open and flexible learning series, Oxon: Routledge.
Chrissi Nerantzi           Craig Despard
c.nerantzi@salford.ac.uk   c.despard@salford.ac.uk
@chrissinerantzi           @despard1974

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Game-Based Learning Boosts Academic Development

  • 1. Let’s play the value of game-based learning in Academic Development Chrissi Nerantzi & Craig Despard University of Salford 16 November 12, 17th Annual SEDA Conference You can discover more about a person in an hour of play than in a year of conversation.. http://www.flickr.com/photos/almarams/3902611177/
  • 2. Intended learning outcomes • Explore the benefits and challenges of game- based learning within Academic Development • Discuss the game-based learning approach used within the LTHE module of the PGCAP Programme • Identify opportunities for game-based learning within PgCert programmes and other Academic Development activities
  • 3. Let’s play the “Making Game” (20 min) • Triads (or more depending on numbers) • Get your smartphones/tablets out! • Think outside-the-box • Use the resources bank! • Play, create, share, capture, reflect
  • 4. Game instructions Stage 1 (10min): Work in triads to come up with a creative intervention based on the following scenario. Use the resource bank provided. Capture your idea using a smartphone (feel free to use audio, video and still images). As a facilitator: “I found the induction with a new class the hardest. Too much silence and students find it hard to start talking to each other. I am usually asking them questions and encourage them to talk to each other but nothing seems to work that well and I feel uncomfortable too. I end up doing most of the talking and my students just sit there and listen... It doesn’t feel right and I would love to find a way to create a fun induction that will enable the students to get to know each other and feel more relaxed about the module. Any ideas?” Stage 2 (10min): Share your creative intervention in 1min presentations and award points for each idea. (Max points 3 for your favourite idea) The triad that collects the most points is the winner of the game and will receive a prize Delegates will be asked to record each other’s presentations using a smartphone.
  • 5. Reflect How did this feel? Share your reflections and observations on a post- it note and swap with other delegates.
  • 6. “Sell your bargains” an alternative reality game
  • 7. alternative reality games in Higher Education “The rationale behind the use of alternative reality games is that the use of problem-based, experiential and collaborative activities in alternative reality games makes them ideally suited to teaching in higher education; particularly as they enable players to become involved in both playing and shaping the narrative as it emerges.” (Whitton, 2010, 87) Dr Nicola Whitton Research Fellow, Education and Social Research Institute, Manchester Metropolitan University Blog: http://playthinklearn.net/ Twitter: @nicwhitton
  • 8. “Sell your bargains” game • Stage 1: Select – Threshold concept (authentic problem (individual task) • Stage 2: Share and discuss problem, Invest – creative intervention (collaborative task) • Stage 3: Surprise – test in practice, Case study (individual task (public voting)
  • 9. So, what happens? http://rebeccajacksonpgcap.wordpress.com/sell- your-bargains/ “It was so much fun I think I forgot I was learning, but then maybe that was the point!” Video set http://www.youtube.com/playlist?list=PL344DE3772E336242
  • 10. combo approach BYOD & “no” tech
  • 11. benefits • fun and enjoyable experience • learning through play (not experienced before) • playing with colleagues from other disciplines • partnering • using different learning spaces • freedom despite structure • thinking outside-the-box • experimenting with digital tools (own devices and freely available online platforms) • reflect on own practice and think about introducing game-based learning with own students
  • 12. Introducing game-based learning in own practice: “Although the chocolate makes the game fun, I’m hopeful that the game environment will enhance the learning experience by encouraging students’ creativity. Instead of me showing them slides with lists of news values and endless examples, they’re going to have to find their own way through that complex concept through playing the game. “ PGCAP student
  • 13. challenges • Complexity of the game • One game organiser • Available digital technologies • Physical location to showcase ideas • Uploading video clips • Time required to fully engage in all 3 Stages • Open voting
  • 14. • More facilitators (1 per 10 players) possible solutions • Tablets for the game • Support (initial staff development) • Scaffolding Stage 3 (case study template) and link to assessment • Further dissemination (institutional repository, CPD session, publications) • Use further channels to promote the game and play with other groups beyond the PGCAP • seeks sponsors
  • 15. Horizon Report Higher Ed 2012 2012 “Game-based learning has grown in recent years as research continues to demonstrate its effectiveness for learning. Games for education span the range from single-player or small- group card and board games all the way to massively multiplayer online games and alternate reality games. Those at the first end of the spectrum are easy to integrate into the curriculum, and have long been an option in many higher education institutions; but the greatest potential of games for learning lies in their ability to foster collaboration and engage students deeply in the process of learning. Once educational gaming providers can match the volume and quality of their consumer-driven counterparts, games will garner more attention.” Horizon Report 2012, Game-Based Learning (Adoption 2-3 years)
  • 16. Discussion How can games be used more (effectively) within Academic Development provision including PGCAP and similar accredited programmes?
  • 17. References Gauntlett, D (2011) Making is connecting. The social meaning of creativity, from DIY and knitting to YouTube and Web 2.0, Cambridge: Polity Press. Nerantzi, C (in print) “Sell your bargains” Playing a mixed-reality game with academics to spice-up teaching in HE, Cases on Digital Game-Based Learning: Methods, Models and Strategies, to be published by IGI Global (http://www.igi- global.com) in 2012. NMC Horizon Report (2012) Higher Education Edition, available at http://www.nmc.org/pdf/2012-horizon-report-HE.pdf Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher Education, open and flexible learning series, Oxon: Routledge.
  • 18. Chrissi Nerantzi Craig Despard c.nerantzi@salford.ac.uk c.despard@salford.ac.uk @chrissinerantzi @despard1974

Editor's Notes

  1. Life must be lived as play.No one ever teaches well who wants to teach, or governs well who wants to govern.Poets utter great and wise things which they do not themselves understand.Science is nothing but perception.The greatest wealth is to live content with little. You can discover more about a person in an hour of play than in a year of conversation.You learn more about a person in one hour of play than in a year of conversation.”Plato states that PLAY is of the utmost importance in the creation of a just and good society.«Έλληνες αεί παίδες εστέ…» (Πλάτων) θέση γιατί γι’ αυτόν έχει παιδευτική αξία και τα μαθήματα θα έπρεπε σε μια ιδανική κοινωνία – για τον Πλάτωνα – να έχουν τη μορφή παιχνιδιού. Έτσι, και εντελώς φαινομενικά αν το δούμε, οι Διάλογοι του Πλάτωνα φαίνεται πως υιοθετούν την μορφή αυτή του διανοητικού παιχνιδιού, στο τέλος του οποίου το συμπέρασμα δεν δίδεται καν, αλλά περιμένει τον αναγνώστη να το εξάγει μόνος του.... “ Πολυζώης, Γιώργος (2007) imagePlato (427-347 BC)
  2. we need the resource bank: What is included?StrawsLegoMarshmallowsStringPaper, markersPasta shapesWhite tagPost-it notesBallPlay doughPlay cardsPostcardsHatWooden spoons?Paper platesCrayonsEtc.If more than 3 teams, we will pick randomly 3 teams to participate in the judging part (need to number the teams and put the numbers in a hat and pick 3)We need stars or dotsprizes also: could these be chocolates? So that people can then open and share with others?
  3. To print
  4. NMC New Media Consortiumhttp://wp.nmc.org/horizon2011/sections/game-based-learning/
  5. Horizon Report 2012to print
  6. to print
  7. to printhttp://www.nmc.org/pdf/2012-horizon-report-HE.pdf