Showing posts with label personal learning and thinking skills. Show all posts
Showing posts with label personal learning and thinking skills. Show all posts

Friday, 30 September 2011

Developing Communication Skills via Games Based Learning

"In socially deprived areas more than 50% of children begin school without the ability to speak in long sentences, which experts say can lead to problems in later life. One hundred schools across England are taking part in a day without pens to tackle this speech deficit... Language impairment is found to be an issue for two-thirds of children with serious behavioural problems, 60% of young offenders, and up to 90% of unemployed young men." - BBC

And from another article from the BBC quoting the communications charity ICAN, "Once upon a time a family would spend a lot of time talking and nowadays of course they have DVDs, the internet, the TV and so this formal communication process in terms of talking and listening has got worse due to lack of opportunity."

To be fair to Jean Gross of ICAN, she is not saying new mediums stop conversations but they can become a distraction in family discourse. Of course the alternative might be true; the family might discuss whether they liked a film and what it meant. This leads me on to point I have previously made in this blog. It is not the technology that is the issue; it is the design and the delivery in the classroom that is limiting games based learning outcomes.

And now for something completely different
As I wrote in a previous blog (The Art of Conversation) games based learning can anchor conversations: In our games-ED products the gameplay is structured around rounds, whole class involvement and phases to encourage conversation. The learners talk in their teams, between teams, at a class level and with the educator. The game anchors these conversations  to flow during the course of the plan > do > review phases. These conversations are at the heart of the learning; they are inclusive and are not formalised / one-way. It is through these questions that learning flows.

Moreover, the game provides a situation (creating a sustainable community)  to practice communication skills in terms of listening, presenting arguments and information, negotiating and providing instruction. The games allow different students to communicate and provides a powerful collaborative learning environment.

Wednesday, 28 September 2011

Sir Ken Robinson, Education and Gamification

Firstly, let me be honest, the main reason I wanted to do this blog post was to embed the fantastic RSA animation of Sir Ken Robinson’s speech on Changing Paradigms in education.



So, how does this link to games based learning and the gamification of education? Well, Ken Robinson’s main argument is that the current education was designed to meet the needs of the Industrial Revolution and is structured around an intellectual model of the mind that categorises people as academic or non-academic. As a result, he states that many brilliant people think they are not.  He states that we live in an intensely stimulating time yet many children are bored (and thus restless) at school. And there we have it, now I can crowbar gamification and games based learning into Sir Ken’s narrative.

  • Games can offer an aesthetic experience. They can immerse students (players) in a situation that challenges them and rewards them or as Sir Ken might say,” allow them to be fully alive in the moment”.
  • As Sir Ken states, “collaboration is the stuff of growth … great learning happens in groups”. Games based learning needn’t be a solitary exercise. Most of the games I have designed have been built on the construct of multiple teams playing different roles in a virtual community.
  • Games based learning can (and I believe should) support creative thinking. Simulation based games are a particularly powerful way to do so. Games are not linear and allow students to explore complex interactions and cause and effect, constructing creative solutions to problems as they happen.
  • Games based learning  allows students to explore contentious issues and potential solutions such as those surrounding climate change.  Our games-ED product The Climate Game requires various teams (stakeholders) to develop a solution from a diverse set of viewpoints and in doing so generates an understanding of the subject while encouraging critical thinking skills.
  • Games encourage students of all abilities to work together and provide a way to engage reluctant learners. They can go beyond utility value into encouraging an appetite for learning and so adding vitality into the classroom.

Sir Ken believes that the habits of our institutions need to change. And maybe, at a macro level, they need to. But, we don’t need to wait for a revolution, there are things that can be done right now and gamification / games based leaning is one of those things.

If you want to see the larger speech then here it is:




Wednesday, 31 August 2011

Gamification and Behavioural Change


Part 4 of a Blog Series

  1. Gamification of Life.
  2. Behavioural Economics and Education.
  3. Gamification in Education.
  4. Gamification and Behavioural Change.

In a previous blog on behavioural economics, I stated that students aren’t rationale. Specifically, they need to be nudged into making decisions that might best suit their long-term goals.

Can gamification can help nudge students (and teachers) in the right direction. And what is that direction? A good starting point would be:

• Motivating students and raising attainment
• Preparing students for a changing world
• Improving the quality of teaching

Motivating students and raising attainment 
Games based learning can have a direct impact on performance in terms of subject understanding. I have seen this directly with games-ED products and I have blogged about the “proof of pudding” on a couple of occasions – Proof of the Pudding and Proof of the Pudding Part 2.

Currency (a la reward cards) could focus students on short-term. Why not take a leaf out of retailers’ books? Students could earn reward points for attendance, extra-curricular activities, helping others (students and pupils) and so on. These reward points could be traded in for goodies such as tickets for the cinema – the rewards could be sponsored from local businesses.

Preparing students for a Changing World
Games like The Sims allow individuals to see the life journey of a computer generated character. How about developing a simulation that could function as a game of life / career choice game? Maybe such a game could nudge students to make long-term choices rather than being herded along by their peers and recent events.

Games based learning and more generally gamification can go beyond improving specific subject attainment to improving personal learning and thinking skills. Simulation games allow students to explore the issue of cause & effect. And, if the games are collaborative, students work with others to see the big picture and make connections. In this way, games based learning can improve collaboration plus creative and critical thinking skills. Gamification improves personal, learning and thinking skills and can also be used to tackle specific behaviours.

Improving the quality of teaching
Games as continual professional development (CPD) for teachers – I have delivered over 400 workshops using learning simulations with pixelfountain (read games based learning). I can testify that adults enjoy playing games in workshops. Also, long-term feedback from these workshops confirms that the approach accelerates the development of skills and knowledge and changes behaviours. In addition to offering CPD, data could be saved from teachers’ in-game decision to form the basis of research.

Conclusion
In this series of blogs, I have looked at some of the issues affecting education and aligned these to the move towards gamification and the ideas presented by behavioural economics and B J Fogg’s behavioural model. They have been presented as food for thought and as always I would welcome your comments.

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Further Reading
New Economics Foundation – Behavioural Economics
Dan Ariely (2008), Predictably Irrational: The Hidden Forces That Shape Our Decisions,
Dan Ariely (2010), The Upside of Irrationality
B J Fogg, Behaviour Model
Jack Schofield, PC-PRO (2011) - The Gamification of Life
Richard H. Thaler and Sendhil Mullainathan, Library of Economics and Liberty, Behavioural Economics
Richard H Thaler and Cass R Sunstein (2008),  Nudge: Improving Decisions About Health, Wealth, and Happiness

Thursday, 2 June 2011

They Are OK, Are You?

I'm Okay, You're Okay
This post isn't strictly about games based learning; instead it describes a games based workshop delivered by my colleague Mary Dees to an adult audience. The workshop has some very interesting implications for education, hence the reason it is worthy of a blog post.

Before I describe the workshop, it is worth noting at games-ED / pixelfountain we think of games based learning as an education tool and when we deliver to adults we use the term learning simulations. This is pretty much a (marketing) terminology issue, as there is a huge amount of overlap between the two audiences in terms of the actual games and their delivery. So when I refer to game or simulation in this post, then I am essentially describing the same thing.  Anyway, before I get muddled in mire of the learning lexicon, let me tell you about the workshop and its application in education.

The Workshop
The workshop was run at ITA National Conference 2011. It examined the Transactional Analysis theory of life positions. It explored conflict and collaboration including existential and behavioural life positions in both 2 and 3 dimensions - 2D OKness and 3D OKness. 2D OKness is concerned with I and You; it is most commonly known in the expression "I'm okay, you're okay". 3D OKness adds another dimension - Them.  The theories were practically explored and demonstrated using the Sustainaville games based learning product developed by pixelfountain (games-ED).

In the simulation game, the delegates had three years to make the community sustainable in terms of social, environmental and economic issues.  The delegates were divided up into eight teams and had limited resources and both common and conflicting priorities. As the learning-simulation progresses, the learners must explore the interrelationships between the different stakeholders in the community. They have the means of making improvements but the timing of some improvements can cause other areas of the community to suffer.

The simulation is a situated learning approach and provides the delegates with an opportunity to explore their interrelations with each other: one to one, inside their teams, between teams and as a whole community. What life positions do they adopt? Do they avoid conflict? Do they manage to stay ok / keep others ok whilst resolving conflict? How do they respond to stress? How well do they collaborate and work together for the good of the whole community?


Application in Education Settings
Sustainaville has been successfully used in education (see older post on Proof of the Pudding), but this workshop opens up more possibilities. We have understood and shown how collaborative games can develop team working /creative / critical thinking skills, but combining the approach with concepts from Transactional Analysis delivers additional outcomes.

2D OKness and 3D OKness help individuals and groups firstly understand how and why they interact in certain ways and also to help them to move into more constructive ways of behaving. By delivering these concepts within a collaborative games based lesson, the learners are able to move from theory into practice. The Sustainaville situated learning simulation will give learners the opportunity to explore how they think, feel and behave under certain circumstances. It will enable them to experience conflict and practice collaboration. The simulation also includes the context of protecting the planet enabling the learners to look at life positions in relationship to future generations and species.

Specifically (in terms of the UK) the approach could support: Social and Emotional Aspects of Learning (SEAL); Personal, learning and thinking skills (PLTS); and Personal Social Health Economic education (PSHE).

SEAL: Improving behaviour, improving learning. SEAL seeks to develop skills such as understanding another’s point of view, working in a group, sticking at things when they get difficult, resolving conflict and managing worries.

PLTS provides a framework for describing the qualities and skills needed for success in learning and life. The framework comprises six groups of skills: independent enquirers, creative thinkers, reflective learners, team workers, self-managers and effective participants.

PSHE is a planned, developmental programme of learning designed to help learners develop the knowledge, understanding and skills they need to manage their lives, now and in the future. It deals with real life issues which affect children and young people, their families and their communities, and engages with the social and economic realities of their lives, experiences and attitudes.

Further Reading:
The full paper “They Are OK – Are You? ITA Conference Delegates run a Simulated World” can be found at http://www.pixelfountain.co.uk/organisational-transactional-analysis.html
Blog post: The Art of Conversation.

Wednesday, 6 April 2011

The Art of Conversation

If Elvis had been singing about games based learning, he might have demanded, ”a little less action, a little more conversation”.

The history of the introduction of new mediums is littered with the belief that they kill the art of conversation. Those “halcyon” days when the family gathered around the piano and the men retired for port and conversation have “sadly” gone (as it happens, I would have worked down the pit or in the mill). It is argued that the likes of TV and more recently computer games have put another nail in the coffin of conversation, but I disagree.

New mediums can act as conversational anchors, like the fact that people can chat about Eastenders or Corrie at work the next day. Soap operas offer viewers the opportunity to put the actions and interactions of human beings into perspective, both socially and culturally (Brunsdon, 1997; Gillespie, 1995; Liebes & Katz, 1990). Games can also do this.

Even individually played games can generate conversations. “Have you seen this?” “How did you do that?” We have seen this in action: We have delivered two programmes, involving seven schools, using two different individually played games. These classes were far from quiet! And it also worth noting that “individual” games were often played by pairs of pupils, as they preferred to work this way.

Collaborative games, though, take conversations onto a different level. With our games-ED products the gameplay is structured around rounds and phases to encourage conversation. The learners talk in their teams, between teams, at a class level and with the educator. The game anchors these conversations allowing a natural set of questions (shown below) to flow during the course of the plan > do > review phases. These conversations are at the heart of the learning; they are inclusive and are not formalised / one-way. It is through these questions that learning flows. Together the class constructs their understanding, and makes tacit knowledge (emotions, experiences, insights, intuition, observations and internalised information) explicit.


Games can be action packed and so engaging, but it is their ability to anchor conversations that provides the key to their success in the classroom. They also provide a collaborative framework that suits both boys and girls, which I think would make a good starting point for my next blog.

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Brunsdon, C. (1997). Screen Tastes: soap opera to satellite dishes. London: Routledge
Gillespie, M. (1995). Television, ethnicity and cultural change. London & New York: Routledge
Liebes, T. and Katz, E. (1990). The export of meaning: cross cultural readings of Dallas. New York: Oxford University Press