Games in education – some key trends and initiatives in Europe
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Transcript of Games in education – some key trends and initiatives in Europe
Games in educat ion – some key
t rends and in i t iat ives in Europe
Jeff rey Earp
Inst i tu te for Educat ional Technology
I ta l ian Research Counci l
keynote address @ Edupolicies Conference, Athens 26-28 Sept. 2014
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collaborative game making
21st century skills
serious games
game design
game based learning
training
pedagogy
education
design patterns
innovat ive pract ice
innovat ion
empir ica l research
universal des ign
inc lus ionSEN
educat ional software
teacher tra in ing
teacher competenc ies
Knowledge Soc iety
teacher educat ion
open educat ional resources
knowledge shar ing
profess ional development
Ini t ia l Teacher Educat ion
ICTcurr iculum
resource des ign
shar ing & reuse
resource catalogues
technology enhanced learning
educational technology
investi gati ng
pi loti ng
implementi ng
val idati ng
supporti ng
informing . . .educational policy
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educati onal innovati on in Europe -
the creati ve c lassroom
http://is.jrc.ec.europa.eu/pages/EAP/eLearningPresentations.html
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ideas
practice
policy
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games in education - some trends & initiatives
US survey of 700 teachers in 2013/14
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Games and Learning Publishing Council - USA
2013/14 survey of 700 teachers
75% use digital games for teaching
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well-ordered problems connecting play & learning
good tools “cycle of expertise”
clear goals narrative immersion
safe failure multiple learning paths
learn by doing learning transfer
feedback & assessment design thinking
“Teaching as Designing”
GBL principles - James Paul Gee, 2011
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1) communicati on in the mother tongue2) communicati on in foreign languages3) competences in maths, sc ience and technology4) digital competence5) learning to learn6) interpersonal , intercultural and social competences,
and c ivic competences7) entrepreneurship8) cultural expression
key competencies - EU
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Game Based Learning
Gamifi cati on
Game Making
Serious Games
games in education - some trends & initiatives
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“integrati on of games (or gaming mechanics) into educati onal experiences to support learning"
. . . of curr iculum contents and . . .
"soft ski l ls ( l ike) col laborati on, problem solving, communicati on, cr iti cal thinking, and digital l i teracy.”
Horizon Report 2012 K-12
Game Based Learning
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• Commercia l off -the-shelf games - The Sims
• Massively Multi player Onl ine Role-playing Games (MMORPGs) - World of Warcraft
• Serious Games/Educati onal games - STEM/humaniti es games
• sandbox games - Minecraft (Edu)
• pervasive / Alternate Real i ty Games - ARG
• game authoring environments - Scratch, Magos
08/03/2014
some digital game types
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• Place & space in the curr iculum• Assessment• Planning & organisati on
o what game/so access to and management of dig ital
environment o design of teaching unito managing acti viti es - in/out of c lass,
school/home
08/03/2014
key teacher concerns
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GEL
GEL key questions
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Serious Games
games designed for purposes other than entertainment
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SGS
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Gamifi cati on
appl icati on of game mechanics & mechanisms to non-game contexts
to enhance engagement / learning
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eSG
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entrepreneurship in Europe's schools
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educati onal game making
design and producti onof digital games to support learning
. . . of curr iculum contents and . . .
21st century ski l ls : col laborati on, problem solving, communicati on, cr iti cal thinking, dig ital l i teracy
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digital maker movement
makes i t
with Italy 's pol icy makers!
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MAGICAL snapshot
What? game making for learning and transversal skills
When? 1 Jan. 2012 – 01 Oct. 2014 (33 months)
How? EU Longlife Learning Progamme KA3 (ICT)
Who? Institute for Education Technology, CNR (IT)
Tampere University of Technology - TUT (FI)
Manchester Metropolitan University (UK)
Katholieke Universiteit Leuven (BE)
+ specially commissioned institution - GAPMET (GR)
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Main project objectives
• Investigate collaborative game making as a student-centred, hands-on approach to learning
• Examine support for 21st C. skills: collaboration, problem-solving, creativity, ICT literacy
• Implement game-making environments & activities
• Support broader uptake of collaborative game making in education
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Target populations
• Primary school students
• Student teachers
• In-service teachers
• Staff dealing with special needs (SEN)
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Core outputs
• Magos (Lite & Classic ) game making-platform
• Library of game making environments
• Pedagogical planning tool
• Set of reusable pedagogical plans
• Set of ready to use games
• Guide for classroom practice
• Toolkit for teacher/educator training courses
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MAGOS Lite game-making environment
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Library of Game Making Environments for Learners
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http://amc.pori.tut.fi/game-building-tools/
Pedagogical planner for GBL
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http://www.magical.itd.cnr.it/
MAGICAL website http://www.magical-project.net/
MAGOS platform http://magos.pori.tut.fi/
Pedagogical Planner http://www.magical.itd.cnr.it/
Library of Game Making Environments for Learners
http://amc.pori.tut.fi/game-building-tools
MAGICAL bibliography on Mendeley
http://www.mendeley.com/groups/1932391/magical-collaborative-game-design-for-learning/ Scoop.It! curated game
making feedhttp://www.scoop.it/t/game-making-and-learning
my email [email protected]
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Thank you!
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Jeffrey Earp
Game Making & Learningon Scoop.It