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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 

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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. 

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D.M. G

rrethen, 20007

An Expanded Conception of Game Media Literacy

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• 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

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After‐School Online Program for Adolescent Boys Leveraging Online Games for Literacy

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• 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

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Mad

rid

The Gender Gap In Technology: Re‐examining Gender Differences in Video Game Play

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“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

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The Nirvana Effect: Tapping Rhythmic Video Games to Leverage Learning and Motivation

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“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

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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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• 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 …”

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Th k !Thanks!

[email protected]

http://uah‐gipi.org/index.php