Transcript Document

Nintendo a go-go
Computer games:
Learning tools for the digital native?
Derek P Robertson
Learning Teaching Scotland
New Technologies for Learning Development Officer
Young people are spending
their time in a space which
adults find difficult to
supervise or understand
-DEMOS Jan 2007
Our new learning
space…
•Successful learners
•Confident Individuals
•Responsible citizens
•Effective Contributors
Prensky’s digital native?
• What is a digital native?
– Modern technology is now embedded in,
and integral to, young learners lives:
•digital interactive TV
•the internet
•Music downloads
•computer games
•cell phones
•instant messaging
•blogs
•ebay
•online avatars
•MMORPG
•instant messaging
•sharing media
Digital natives: what differs?
• Does the digital learner learn in a different
way?
–
–
–
–
–
–
They are used to receiving information at high speed
They like to parallel process/multi-task
They prefer graphics before text
They prefer random access (i.e. hypertext)
They work very well when networked
They thrive on instant gratification and frequent
rewards
– They prefer games to ‘serious’ work
Prensky’s digital immigrant?
• Have had to adapt to the ever increasing
influence of technology on society
• Retain their ‘accent’
– print out e-mails
– write on word processing documents rather than
do it on screen
– refer to the manual first
– ‘Did you get my e-mail?’ phone call
Communication breakdown?
• Do teachers (digital immigrants) speak a
different language from young learners (digital
natives)?
• Is our methodology still based on how
immigrants were socialised to learn?
– slowly, step-by-step, linear, individually, seriously
• Do immigrants implicitly assume that learners
learn, and will continue to learn, the way they
always have?
A theoretical framework?
• Social constructivism
– Find out about what children already know
and can do, value it and use this a s the
foundation upon which future learning can
be built
– Importance of talk and collaboration in the
learning process - a shared experience
– Importance of cultural
resonance
relevance and
Why computer games?
• Whitfield Primary, Dundee, 1997-1999
– Games at Christmas
– Problem solving with the Zoombinis
– Using the Nintendo 64 to promote creative
writing
•
•
•
•
Pupils were motivated and stimulated to learn
Encouraged and facilitated collaboration
Encouraged and facilitated learner reflection
A climate of active and knowledgeable
participation
• No fear in the approach to their learning
Why computer games?
• Wider reading and research:
– Futurelab
• Games and Learning (2005)
• Teaching with Games (2006)
– ELSPA
• Unlimited Learning (2006)
–
–
–
–
–
Mark Prensky
James Paul Gee
Stephen Johnson
Gerard Jones
John Kirriemuir
Enhanced learning?
• Powerful motivational context
• Enhanced learning through games
– Science model
– Problem solving
– Knowledge about other curricular areas
• Metacognitive development
• Collaborative contexts
• Affective domain
Why games engage us?
Games have representation and story.
Games
a form
of fun.
That are
gives
us emotion.
Games have conflict/challenge/opposition.
That gives us enjoyment and pleasure.
That have
givesoutcomes
us adrenaline.
Games
and feedback.
GamesThat
have
rules.
gives us structure.
gives
us That
learning.
Games are adaptive. That gives us flow.
Games
are problem
interactive.
That gives us doing.
Games
have
solving.
Games have goals. That gives us motivation.
That sparks our creativity.
Games
win
Games
are have
a form
of states.
play.
GamesThat
havegives
interaction.
That gives us social groups.
us ego gratification.
That gives
us intense
and passionate involvement.
It is time to garrotte the Game Boy
and paralyse the PlayStation, and it
is about time, as a society, that we
admitted the catastrophic effect
these blasted gizmos are having on
the literacy and the prospects of
young males…
We demand that teachers provide our
children with reading skills; we expect
the schools to fill them with a love of
books; and yet at home we let them
slump in front of the consoles. They
become like blinking lizards, motionless,
absorbed, only the twitching of their
hands showing they are still conscious.
- Boris Johnson December 2006
A new moral panic?
promotes aggression
social isolation
causes obesity
encourages sedentary lifestyle
desensitises children
cognitive stagnation
established standards challenged
The Consolarium
• Scottish Centre for Games in Education:
– Comprehensive range of commercial
consoles and games
• PS2, PSP, Xbox360, DS, Wii,
– Alienware PC
– Intel Mac
– Interactive whiteboard
– Wi-fi access
• Some pictures
What it aims to do
• Promote games and learning
• Act as a centre that teachers and educational
managers can visit
• Develop a community of interested partners
– Education, academic & industry
• Nurture, support and celebrate effective and
innovative practice with games
• Address cynicism and ‘moral panic’
associated with games based learning
• Embed games and learning in ACfE
Literacy through games
• Text driven narratives encouraging
reading and writing
– Phoenix Wright, Hotel Dusk
• Tracey Beaker, Shobna, Jungle Adventure
– Myst with Tim Rylands
– Developing a game character
• Exploiting games related contexts
– Crazy Talk
• A little bit more adventurous…
– Guitar Hero/Singstar thematic approach
Numeracy and games
• Increasing range of games that present
cognitive challenge
– Nintendo Touch Generations
• Doctor Kawashima, Big Brain Academy
– St Columba’s PS Nintendo project
• 3 schools: one with Nintendo DS, one with Brain
Gym, one control group
• 10 week treatment period
• Pre and post tests: Burnett Self Scale and age
appropriate Maths test
New Technologies
• Games are incorporating the full
range of new technologies to enhance
the game experience:
– Eye Toy
– Dance Mats
• Sonica Spanish
• Ramba Studios: Phonics dance mat
– Nintendo Wii
– Buzz
Game play in politics
• Music, literature, art used as vehicles
for political protest…now games :
– Madrid
– September 12th
– Darfur is Dying
• Learning about citizenship and
politics?
– Prime Minister election simulator
• Games in History
– David McDivitt
Power to create games!
• An ethos of creation and not just
consumption is required:
– Gamemaker
– Thinking Worlds
– Missionmaker
– Neverwinter Nights new
• Microsoft
– Opening up Xbox coding
Get involved!
• Aberdeenshire is planning three pilot
projects:
– Star Qualities
– Myst
– Crazy Talk
• If interested, contact Anna Rossvoll
• Let me know if you do anything
independent, ‘games’ related activity
Let’s be realistic…
• Successful learners require good
teachers
• This is another way through which we
can engage digital natives
• We need to explore this medium but
we need to be open-minded
• Schools needs to appreciate the
changing societal landscape and
evolve accordingly
Thank you
[email protected]
http://hotmilkydrink.typepad.com