Showing posts with label angry birds. Show all posts
Showing posts with label angry birds. Show all posts

Monday, 30 December 2013

15 Games Based Learning Articles and News

This post is a collection of interesting articles about Games Based Learning.  Some of them are pedagogical, some are more practical; there should be a good mix.

Image courtesy of Kevin Jarrett on Flickr.

  1. Video Games Becoming Required Coursework in Schools 
  2. Building Social Skills and Literacy Through Gaming 
  3. MIT Unleashes New Online Game for Math and Science 
  4. The Pedagogies in Games Based Learning: A Case Study of Teacher Attitudes and Perceptions 
  5. What Research Says about Game-Based Learning 
  6. Designing the Future of Games, Learning and Assessment 
  7. Teaching Empathy Through Digital Game Play 
  8. Researchers See Video Games as Testing, Learning Tools 
  9. Disruptions: Minecraft, an Obsession and an Educational Tool 
  10. When to Teach Physics with ‘Angry Birds’ 
  11. Making Games Based Learning Sustainable Outside the Classroom 
  12. Teachers’ Quick Guide on the Use of Games in Education: Learn how to educationally integrate games into your teaching 
  13. How to Use Games With Your Students 
  14. Ed Tech Review: Game Based Learning in Education 
  15. Success Stories – Compilation on Game-Based Learning Initiatives in Adults’ Education 
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’sFacebook and Google+ pages for blog updates and interesting games based learning findings.

Monday, 22 October 2012

Outstanding Lessons and Games Based Learning


For anyone who doesn't know, or who doesn't live in the UK, ‘Ofsted’ stands for The Office for Standards in Education, Children's Services and Skills.  They essentially inspect schools (and other children’s services) and grade them based on various criteria.  This has a considerable effect on the school’s reputation.

The top ‘grade’ you can achieve through Ofsted is outstanding and teachers and schools all over the UK are striving to achieve ‘outstanding lessons’.  But what does this mean exactly?  How can games based learning help more lessons to be outstanding?

Outstanding lessons will obviously vary greatly depending on the lesson being taught.  However, what is common to achieving this standard is the quality of teaching and learning.  Ofsted say that outstanding teaching includes “a focus on pupils making exceptional progress as a result of inspiring teaching, from teachers having excellent subject knowledge and the innovative use of new technology” (information from http://www.teachingexpertise.com/articles/outstanding-lesson-11943).

In other words, one of Ofsted’s main criteria for outstanding lessons is the innovative use of new technologies.  This, in itself, would be a good reason to use games in lessons.  However, if we look at the criteria more closely, we can see how games based learning can tick more than one box.

Outstanding teachers must fulfil the following criteria:

  • Subject expertise and flair
  • The involvement of every pupil in the learning process
  • Intelligent questioning involving every pupil
  • The use of a wide variety of resources as appropriate including new technology
  • Involving pupils in the learning process and developing independent learning.

For me, it goes without saying that teachers should have a reasonable level of subject expertise.  However, subject flair is a little more interesting and perhaps more difficult to prove.  One cannot impose passion for a subject on teachers but a good way to exhibit it may be to use a related game in lessons.  Being up-to-date on goings on in their field and finding new ways to instil knowledge that they find interesting is impressive and games exhibit this.

Good learning games should also involve every pupil in the learning process.  Games can tap into multiple learning styles (‘Games Based Learning Supports Multiple Learning Styles’) meaning that all children should be able to access the learning at some level.  Collaboration is also a great benefit of learning games.  Although some technology limits the amount of players, the ideal situation is for all pupils to be learning collaboratively from one game (see the pedagogy page of our corporate website).

The next criterion is intelligent questioning involving every pupil.  In my blog post ‘Unorthodox Uses of Games in Education’, I talked about a teacher using Angry Birds to teach his pupils.  Pupils built catapults to launch real life angry birds and all the while the teacher asked them questions about the physics behind what they were doing.  This can also be done with computer based learning games.

The final criterion involves developing independent learning.  This is really about motivating and inspiring pupils.  It is unlikely that children will become enthused about a topic if the lesson is uninspiring and involves a dull presentation with written exercises to follow.  This is the bulk of most education.  Children can become enthused by a topic and want to learn more about it on their own.  If you make something fun, i.e. by using a learning game, surely they are more likely to do this.

Outstanding lessons are judged on teaching practices, but they are also judged on how the students behave in a lesson.  The key factors (from http://www.teachingexpertise.com/articles/outstanding-lesson-11943) include:

  • Are the pupils highly engaged?
  • Do they move from listening to being positively motivated?
  • Do they learn and make progress?
  • Do they obviously enjoy the lesson and have fun, and are they keen to discuss what they have learned and what they might be doing in the next lesson?
  • Do the pupils ask appropriate (and challenging) questions?
  • Do they show a keen interest in the tasks?
  • Are they proud of their work?
  • Are the pupils involved in deciding any part/content of the next lesson on the topic?

Most (if not all) of these criteria can be met with the use of games based learning as part of the curriculum.  Games are excellent for engaging and motivating students and providing fun and enjoyment (see blog post: ‘Motivation, Motivation, Motivation').  A teacher observing one of our games-ED lessons said:  “The children were fully engaged for all the session and the ‘buzz’ in the room was one of real active learning” (from 'Marrying up to the Situated Learning Theory').  Children also talked to their parents following the session about how much they had enjoyed the learning simulation and what they had learned.  This is obviously a step up from the usual question of “What did you do today at school sweetheart?” being met with the response, “Stuff”.

Games are also a great way of showing progress.  Many games have some sort of score, ratings, badges, achievements and so on to show progress.  A teacher overseeing one of our games-ED lessons commented: “[The children] were genuinely interested to see the impact their purchases had made on the town. They were disappointed to see the results/consequences of their purchases in Year 2 and were keen to rectify them in Year 3!”  One of the pupils in the primary school also commented, “I liked finding out what score you got at the end and looking at the improvements.”  Playing a game multiple times enables you to clearly see skill / knowledge development.

From our experience of running our learning simulations in lessons, all of these criteria can be met.  If you want more of an idea of how learning games can help you achieve outstanding lessons, have a look at these previous blog posts, ‘Marrying up to the Situated Learning Theory’, ‘Proof of the Pudding’ and ‘Proof of the Pudding Part 2’ and have a look at our corporate website: games-ed.co.uk.  There are some demos of our products on there too, if you are interested.

There are obviously other factors that are important for outstanding lessons and using learning games in every lesson would be considered inappropriate.  However, it is extremely easy to see how using games in lessons can show evidence of outstanding teaching.  And more than simply providing evidence, games could achieve these outstanding outcomes for students and make real improvements to the standard of lessons and their learning.

Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and other interesting games based learning bits and bobs.

Tuesday, 28 August 2012

Unorthodox uses of Games in Education


Some people are under the impression that games based learning refers simply to course materials being somehow re-worked into a game.  However, this is not the case.  Games based learning is essentially the gamification of learning (using gaming principles to aid learning).  This is not limited to traditional subject materials, but can be used to teach people any number of things.  Yes, it can be used to help teach vocabulary and algebra very successfully.  However, it can also be used to teach life skills and enable people to learn how to learn and think for themselves.  It can also encourage other features such as teamwork and good communication skills.  And of course, games based learning is not limited to children!  

Image courtesy of the threesisters on flickr 

These are some of the ways that people are using games to teach a wide number of things to people around the world that you may not immediately have thought of:

Second Life
Second life is a virtual online world.  You create an avatar which can interact with people and explore the world.  As this article explains, the game has been successfully used to teach languages (through tutorials, texts, links and online learning groups), train medical students (through discussions, images, videos, patient stories and weblinks) and even to teach genetics and genomics!  Jean-Claude Bradley (a professor and user of Second Life for education) argues that “With the growing popularity of gaming, we anticipate that more students and faculty will use virtual platforms like ‘Second Life’ to extend the education experience. On this platform — where anything is possible — the Library gets to explore new ways of supporting academic programs, research and student learning, limited only by the scope of the imagination.”  The article lists Harvard, Stanford and MIT as users of Second Life. 

Money Island
Another virtual online world type game is Money Island, aimed at people under the age of 21.  Money Island teaches students about financial responsibility, as this article explains.  The students learn how the economy works, about saving and spending, earning and investing, interest, using credit wisely and so on.  The game also features tools for teachers and parents to track their child’s progress and detailed lesson plans.  As a young person myself (20), I feel that financial matters were lacking from my formal education and believe this game would be a welcome addition to the curriculum (and might create a more reliable generation of bankers and investors etc).

Minecraft
I am personally not too familiar with Minecraft, but as this article explains, “ it's a sandbox style game where users can mine for resources, create buildings, fight off monsters, and use their skills in crafting to make weapons, armour, tools for harvesting, and even rollercoaster-like mine carts”.  There is lots of material on the internet about Minecraft being used in schools.  The article afore mentioned talks about children learning skills such as prioritising, efficiency, developing strategies, digital citizenship and the value of hard work.  These are all obviously very important skills and are the types of benefits of games based learning which I am trying to convey in this post.  School shouldn’t be about just teaching children Maths, English, Science etc, surely it should be developing the next generation of adults.  This blog contains a very detailed lesson plan based around Minecraft, which states that the two learning outcomes are to “Apply knowledge of 3 dimensional landscapes to construct a digital landscape and community [and] Collaborate with classmates to plan and create a digital community”.

Angry Birds
Yes, you did read that right.  There are some genius teachers who have found a way to make Angry Birds educational and this lesson in particular looks great!  For those of you have escaped the wonders of Angry Birds, you essentially work your way through a number of levels where you catapult birds which have different special qualities at structures in order to destroy pigs which stole the birds’ eggs at the start of the game.  Yes, this game exists and yes, it can be educational.  This teacher designed a transdisciplinary lesson around the game including maths (velocity, trajectory, angles etc), history (history of the catapult, modern day uses of the technology) and even music and art (the culture of the time around the invention of the catapult).  Children played the game on an ipad, but also built their own catapults and played the game in real life.  All the while, the teachers asked the children questions such as “What makes the catapult more accurate?”, “What are some forces that act on objects in motion?”, “What happens when the arm of a lever is shortened or the load is moved?” and “How do we calculate motion?”.  Genius!  I don’t think I need to say anything else about this one.

Kinect for XBox
The Kinect device, which is basically a webcam which tracks your movements and projects them onto an onscreen avatar, has had huge unexpected success for children on the Autistic Spectrum.  This article explains how the children can do with the help of Kinect what it would have taken them months to do in intensive therapy.  The games work in helping children interact socially with others as the games are “more predictable and less threatening than real life”.  Several games specifically for children with Autism have now been developed.  This article describes similar results with the Nintendo Wii.

And finally…

Nerf Guns 
Have you ever wondered whether it is possible to teach maths with Nerf guns?  Well apparently the answer is yes; yes it is!  This blog shows you how to teach maths and more specifically ‘coordinate graphing’ with Nerf guns.

As you can see, there is a world of games based learning out there and it may take on less conventional forms that one might first imagine.  Games are being embraced to teach life skills, motor skills, communication skills, subject based skills and so on successfully to a wide range of people, in a fun way!  Games based learning may be the way forward and as this article argues, virtual learning may in fact be better than traditional ‘experiential’ learning.

However, having said this, these commercial games may not be perfectly suited to learning.  They largely rely on great teachers developing great lesson plans and crowbarring them somewhat into the curriculum.  This may just be an indication that games based learning is in the early adopter phase and as such, teachers are finding unorthodox answers to their problem.  They want to use games, but the only ones available to them are commercial games or curriculum ‘games’ which do not have the same edge.  An earlier blog post  talks about the uses of games in educational settings and how commercial games can fall short.  It also suggests ways that purpose built games can overcome these factors.  It’s definitely worth a look!  This article talks about what makes a good learning game.  The author notes that if someone can score highly without learning, they will do (which may happen with commercial games) and as such, learning games should contain certain elements.  I think that as games based learning becomes more prevalent, we are likely to see more purpose built games of a similar calibre to some of these commercial games becoming more mainstream.