Middle School game development curricula for innovative learning research

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EdMedia Conference 2013, Victoria, BC

description

Student Game Construction research presentation

Transcript of Middle School game development curricula for innovative learning research

Page 1: Middle School game development curricula for innovative learning research

EdMedia Conference 2013, Victoria, BC

Page 2: Middle School game development curricula for innovative learning research

Purpose

Insight on open-ended technology-based learning

approach in a traditional school environment.

Research Question:

How do students experience learning in game design

and development environment in terms of 21st century

skills?

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Points of Interest

Open-ended constructivist learning vs. Didactic direct

instruction

Procedural knowledge vs. declarative knowledge

Game/play learning vs. Standards-based knowledge

acquisition

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Framework

Games & Play

Game

Authoring

Digital literacy

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Theoretical Framework

Digital Literacy and 21st Century Learning

Root-Bernstein & Root-Bernstein 1999

Gangadharbatla, 2010

Runco, 2007

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Theoretical Framework

Foundations of Games and Play

Huizinga, 1950

Gee, 2005

Shaffer, 2006

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Theoretical Framework

Game Authoring

Papert, 1980

Robertson & Howells, 2008

Thomas, 2011

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Study Setting

Hispanic85%

African American

12%

White, Not Hispanic

3%

Students not in special

populations 46%

Exited ESL Students, 16%

ESL Students, 24%

ESL/SPED Students, 5%

SPED Students, 9%

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Methods

Student interviews

Student digital artifacts

Classroom observations

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Students’ Experience

Creativity and innovation learning

Julia, grade 7: “When I’m making a game, it makes me feel I’m imagining something like if I’m in a world of imagination or I’m asleep and I’m dreaming.”

Communication and collaboration

Justin, grade 8: “…you can pretty much work together and that helps you out in working together as team with other people and building up your [game].”

Critical Thinking & Problem solving

Blanca, a grade 8: “It makes me understand how the computer talks and how it’s different from, let’s say our language, how the computer has its own language and we have ours.”

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Discussion

Creative and innovative thinking in authentic game

authoring: positive feeling and deep satisfaction

Content confluence—integrated holistic learning of

subjects

Deep-learning concept—underlying causes and deep

explanations

Involves interactive technology-integrate constructivist

learning environment

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What does this mean?

Curriculum Tension:

Open-ended constructivist learning vs. Didactic direct

instruction

Procedural knowledge vs. declarative knowledge

Game/play learning vs. Standards-based knowledge

acquisition

Active learning vs. Passive learning

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Where do we go from here?

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Contact Information

Cesar C. Navarrete,

University of Texas at Austin

[email protected]

Laura Minnigerode,

World Wide Workshop

[email protected]