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When Are Games Good for Learning and Teaching? Examples and Explorations
Pilar Lacasa. University of Alcalá. SpainPilar Lacasa. University of Alcalá. Spain
AERA 2010. SIG‐Media, Culture, and CurriculumDenver, Sat, May 1
Elisabeth R. Hayes et al
Children as designers
Elizabeth M. i l
Robert J. Torres
designers
King et al.Robert J. Torres
People ToolsPeopleGirls?
ToolsWhat games?
Karla Hamlen Kylie A. Peppleret al.
D.M. G
rrethen, 20007
An Expanded Conception of Game Media Literacy
• Games asr.
com/
• Designed objects• Cultural & Social
significance
llcr
ocke
r • Related to cognitive, attitudinal, & performances outcomes
h ti l d l
erww
w.wi • Theoretical models:
• Different levels of activity in the face of th
ill
Croc
ke the game
Questions:
aphe
r:
Wi Questions:• Same theoretical models
for all the games?
Phot
ogra
• What about context? For example, augmented reality online gaming
An Expanded Conception of Game Media Literacy
reality, online gaming
After‐School Online Program for Adolescent Boys Leveraging Online Games for Literacy
• MMOs are important “Thirdplaces” for informal learning.
• Questions• Games literacies, much
more than problemg• Games are both
technologies and communities of practice
more than problemsolving, looking forinformation? NOT JUST COGNITION?communities of practice
• The case of Dumptruck: he founds school to be“extremely boring”
COGNITION?
• For example: What aboutMMO & i i t?extremely boring
• Games & cognitivehabilities
MMOs & civic engagement?
After‐School Online Program for Adolescent Boys Leveraging Online Games for Literacy
d, 2
009
Mad
rid
The Gender Gap In Technology: Re‐examining Gender Differences in Video Game Play
“This study focuses on the amount of time children spend l i id d h d hild f l th t th playing video games and how good children feel they are at the
video games”
Questions:
TIME PEOPLE SPENDS PLAYING HOW GOOD THEY THINK THEY ARE
• What about future researchs?• Games as social practices• Much more than playing “Hanna Montana”?
The Gender Gap In Technology: Re‐examining Gender Differences in Video Game Play
p y g
The Nirvana Effect: Tapping Rhythmic Video Games to Leverage Learning and Motivation
“New representations of music (e.g.video games, composition software) can provide a third space in which learning musical
concepts can take place.”concepts can take place.
The role of motivation
Questions:
• Much more than learning music?• Social participation• The role of the teacher
The Nirvana Effect: Tapping Rhythmic Video Games to Leverage Learning and Motivation
The role of the teacher
Learning Complexity in Situ: Urban Middle Schoolers Show Understanding of Systems Thinking as a Result of Playing and Designing Games Within an Immersive
Online Platform Called Gamestar Mechanic
• Gamestar Mechanic
• Game design community
• Questions
• Children & Young Peopleg yspace for multiple players
• Instantiating a learning
Children & Young Peopleas Designers• How to support the
teachers?Instantiating a learning domain mediated by a video game designed may serve to facilitate the
teachers?• How to combine with
other tools?serve to facilitate the development of systems thinking skills.
Learning Complexity in Situ: Urban Middle Schoolers Show Understanding of Systems Thinking as a Result of Playing and Designing Games Within an Immersive
Online Platform Called Gamestar Mechanic
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The Ritual of Chess, a Decoder of Life. DOROTHY SPEARS
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DOROTHY SPEARS“This is a text about the world …”