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TESOL Italy Conference November 2009 VIDEOGAMES The Learning Revolution Implications for EFL

Videogames & learning, tesol italy nov 2009

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Page 1: Videogames & learning, tesol italy nov 2009

TESOL Italy Conference November 2009

VIDEOGAMESThe Learning Revolution

Implications for EFL

Page 2: Videogames & learning, tesol italy nov 2009

Who are we?

Paul MaglioneFrederic Tibout

Media and videogame experts.Co-founders of the first fully

entertainment-focused TEFL company

NBC Vivendi Games Universal Interactive CNN

I Play Apple Sierra on-line

Page 3: Videogames & learning, tesol italy nov 2009

Video GamesA Planetary Success

Page 4: Videogames & learning, tesol italy nov 2009

The World’s Fastest-Growing Entertainment Segment

$55 billion in annual retail sales 100m + games consoles sold every year 600m console games will be sold this year 55 million people play online games

Page 5: Videogames & learning, tesol italy nov 2009

Colonizing the family living room…

..and impacting totally new areas of our lives.

More importantly, videogames are now…

Page 6: Videogames & learning, tesol italy nov 2009

A single Facebook game can attract 60m + users/ month

New trends: social Network Games

Page 7: Videogames & learning, tesol italy nov 2009

New trends: iPhone Games

20,000 new games titles published in just 16 months

Page 8: Videogames & learning, tesol italy nov 2009

WHY are videogames so popular?

Page 9: Videogames & learning, tesol italy nov 2009

BECAUSE our brains like videogames!

Page 10: Videogames & learning, tesol italy nov 2009

7 things we know about how our brains learn

1. Meaning is more important than information

2. Emotion is the gatekeeper to learning

3. Intelligence is a function of experience

4. The brain is social

5. Learning is enhanced by challenge and inhibited by stress

6. The more stimulation, the more likely long-term memory is created

7. Movement locks in lessons learned

Page 11: Videogames & learning, tesol italy nov 2009

How do videogames apply this?

Page 12: Videogames & learning, tesol italy nov 2009

Meaning is more important than information

Powerful, level-based scenarios

Assasin’s Creed / Ubisoft

Immediate feedbackBrain Academy / Nintendo

Goal-drivenMario Kart / Nintendo

Page 13: Videogames & learning, tesol italy nov 2009

Emotion is the gatekeeper to learning

• Identification with in-game characters• Music, graphics, cinematics

Call of Duty 4 / Activision

Page 14: Videogames & learning, tesol italy nov 2009

Intelligence is a function of experience

Pattern RecognitionCivilization / 2K Games

Learn by doingSwat 4 / Vivendi Games

Page 15: Videogames & learning, tesol italy nov 2009

The brain is social

Team-based questWorld of Warcraft / Blizzard

Multiplayer interactions to build social skills

Sims Online / Electronic Arts

Page 16: Videogames & learning, tesol italy nov 2009

Learning is enhanced by challenge and inhibited by stress

Challenge for status among friends

Word Challenge (FaceBook) / Playfish

Continuous encouragementBejeweled 2 (Web) / PopCap

Page 17: Videogames & learning, tesol italy nov 2009

The more stimulation, the more likely long-term memory is created

Assembly model memorizationTetris Mania (Mobile) / Electronic Arts

Picture / Word associationBrain Academy (WII) / Nintendo

Page 18: Videogames & learning, tesol italy nov 2009

Movement locks in lessons learned

Motion detection Project Natal / Microsoft

Sensor-based controllerWII / Nintendo

Page 19: Videogames & learning, tesol italy nov 2009

The CONTENT to be learned:Facts – Principles – Information - Skills

Traditional “School” Approach The Games Approach

The Content is main focusof the learning

Content is subordinated to “something else,” and

taught via this“something else.”

Two approaches to learning

Page 20: Videogames & learning, tesol italy nov 2009

So how do we exploit the learningpotential of videogames?

Page 21: Videogames & learning, tesol italy nov 2009

• PLATO• Wicat

Earliest computer-aided instruction Drill- and curriculum-based; ’60’s – ’80’s

Page 22: Videogames & learning, tesol italy nov 2009

The 1970’s: a vision of computer-assisted, entertainment-oriented learning

Space Invaders: the first mass-marketbreakthrough arcade games success

The Apple II: the first trulypersonal computer

Page 23: Videogames & learning, tesol italy nov 2009

‘80’s- ‘90’s: Edutainment becomes a new educational movement and an industry

Page 24: Videogames & learning, tesol italy nov 2009

Academic Focus Entertainment Focus Construction Focus

Early “Edutainment” Games

Page 25: Videogames & learning, tesol italy nov 2009

Learning Game

Yet… ultimately, the “edutainment” approach failed.

Good educational games are first and foremost good games. The educational aspect should be the end-result of the

gameplay, not the genesis of it.

LearningGame

Page 26: Videogames & learning, tesol italy nov 2009

Today’s “learning games” are games first;and the approach is working

The top-selling videogame in Europe of 2007

Page 27: Videogames & learning, tesol italy nov 2009

Originally developed as a recruitment tool; now one of the best-sellingcombat game franchises.

Page 28: Videogames & learning, tesol italy nov 2009

The second-best-selling videogame in both Europe and the U.S. in 2008

Page 29: Videogames & learning, tesol italy nov 2009

New trends bringing Education and Videogames closer to each other

Page 30: Videogames & learning, tesol italy nov 2009

• Dyscalculia : Number Shark • Dyslexia : Word Shark• Working Memory Deficiency: JungleMemory

Games as therapy forlearning disabilities

dyslexia

working memorydisorders

dyscalculia

Jungle Memory

Page 31: Videogames & learning, tesol italy nov 2009

A New York City public school focused on game-based learning, just opened this Fall.

Set up by a non-profit group, the Institute of Play, with help from the MacArthur Foundation.

QUEST TO LEARN

Page 32: Videogames & learning, tesol italy nov 2009

TABULA DIGITA

Page 33: Videogames & learning, tesol italy nov 2009

OK, so the potential for EFL must belimitless. What’s being done?

Page 34: Videogames & learning, tesol italy nov 2009

WordfindersCrosswords Hangmans

Memory-type games Word Scrambles Wordbuilders

EFL Games : Basic Approaches

Page 35: Videogames & learning, tesol italy nov 2009

No meaningful context Goal orientation is not obvious Very basic graphics, often no sound lack of emotion Reinforcement and reward are absent No or very rudimentary level design

Limitations of basic EFL games

Page 36: Videogames & learning, tesol italy nov 2009

English Villlage

Avatar Languages

Second Life English

LanguageLab.com

British Council

More evolved approaches

Page 37: Videogames & learning, tesol italy nov 2009

WizWorld Online: learn English through fantasyrole-playing online gaming (8World, China)

http://www.wizworldonline.com/Kid/Index.shtml

This game was created by Videogames celebrity Rick Goodman who developed the best-selling games Age of Empires and Empire Earth.

Page 38: Videogames & learning, tesol italy nov 2009

Carnegie Mellon / Nokia in India

The university has spent the last 6 years designing educational games for mobile phones that are relevant to the culture of rural India, and the study is currently being

rolled out to 800 children across 40 villages in the state of Andhra Pradesh.

Page 39: Videogames & learning, tesol italy nov 2009

Decorate!: vocabulary building via interior decorating commands in English (Sprk, Sweden)

http://www.ur.se/sprk/engelska/inredning/

Teachers are experimenting with games not originally created for to nevertheless provide meaningful context and opportunities for purposeful communication. New games identified every week by great

EFL bloggers like Russel Stannard, Nik Peachy, and Larry Ferazzo.

Page 40: Videogames & learning, tesol italy nov 2009

So where do we go from here?

Page 41: Videogames & learning, tesol italy nov 2009

The current generation of young people is the first that works, plays, thinks and learns differently than their parents did.

What we call “technology,” they call “life.”

Page 42: Videogames & learning, tesol italy nov 2009

They are highly intelligent but easily bored…. They are gamers, networkers and communicators…. They need to understand “the big picture” to be motivated…

…and they LEARN BY DOING

Page 43: Videogames & learning, tesol italy nov 2009

For every one of them,

English is the international language of opportunity.

Page 44: Videogames & learning, tesol italy nov 2009

Our challenge

Or can we embrace games, online video, mobile phones and social networks in a way that really changes

how we think about learning?

Will we just start using new technologies, like videogames, to do what we have always done, just a little different, a little better?

Page 45: Videogames & learning, tesol italy nov 2009

Our challenge

the way we interact with learners? how learners interact with each other? how learners can start to teach other learners? what about self-analysis, self-movitation, self-testing?

Can new technologies changenot just the way we teach, but…

Page 46: Videogames & learning, tesol italy nov 2009

Our challenge

Can we move from language system instruction to a focus on experiences and problem solving in the language?

Page 47: Videogames & learning, tesol italy nov 2009

Our challenge

At the heart of any educational journey is a teacher. And for great teachers, technology is just another tool to unlock a piece of knowledge.

Games can help do this, and, increasingly, they will.

Page 48: Videogames & learning, tesol italy nov 2009

Supawan InbunnaDonald Patnaude

[email protected]@english-attack.com

Coming soon atwww.english-attack.com