Hello again after my short break from blogging! I am afraid I was very busy sitting my final year university exams (and am pleased to say I achieved a first class honours) and then I travelled to Brazil for the World Cup. I thought I'd share this fantastic infographic with you as my first post back, enjoy and as always please share your thoughts in the comments section. Click the infographic for a larger, interactive version.
How Google Glass might be used in Education – An infographic by the team at Open Colleges
As you can see there are many ways that Google Glass technology could be used to enhance education and update learning for the 21st Century. It also fits in with some of the other educational movements we have discussed previously on the blog, such as Flipped Classrooms, Project Based Learning, Multiple Learning Styles and so on. As always, it is a technological tool that doesn't provide all the answers, but alongside these educational movements as well as Gamification, Games Based Learning and so on, education could fit more with the 21st Century world and really benefit students... and teachers.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
The blog looks at gamification, g-Learning and games based learning theory and practice. It provides insight (via games-ED and pixelfountain) on games based learning use in education and g-Learning (including learning simulations) use in adult learning / training such as application in curriculum delivery, training, awareness raising, organisational development, communications and engagement.
Showing posts with label project based learning. Show all posts
Showing posts with label project based learning. Show all posts
Wednesday, 30 July 2014
Tuesday, 1 April 2014
Is Games Based Learning the Solution to Student Engagement?
I recently came across an article from Edutopia entitled, ‘Kids Speak Out on Student Engagement’. The article is a teacher’s summary of 220 students’ responses when asked what engages them. Interestingly, they could mostly be answered, if only in part, by games based learning. Below is her list, with my comments about how GBL could help.
For the original article, click here.
- Working with their peers – the original article explains the power of collaborative learning and discussion. Many games are designed to be played together and many that aren’t designed this way can still be used in groups. Games can spark discussion and debate, even if learners are working/playing ‘alone’. Games can encourage students to problem-solve collaboratively and improve their communication skills.
- Working with technology – of course GBL doesn’t have to involve technology, but that is the main focus of our blog. Therefore, games are a great way to get students working with technology in an exciting and productive way. The article also explains that technology can allow powerful ‘learning by doing’. An immersive game can help people learn knowledge and skills in a more meaningful way. And as the article hints, technology (and often gaming) is so prevalent in young people’s lives that it makes little sense for school to be technology and game-free.
- Connecting the real world to the work we do / project based learning – good game design should help learners connect their learning to the real world. The games should be relatable and relevant. All of these things can help motivate students and allow for better memory encoding. Games can be used as part of a larger project. However, a good serious game almost acts as a project in itself. It could allow exploration, learning, problem-solving, creativity and develop the student’s understanding/skills from start to finish.
- Clearly love what you do – this is about the teachers. If you are reading this now, it is likely that you are interested in, or maybe even passionate about GBL or innovative, 21st education. Therefore, bringing a game to the table is likely to be something that you are excited about and that will rub off on students.
- Get me out of my seat! – The article explains that students learn most when they are active. Not all games are built for movement, however some are. For example, see our articles, ‘Kinect Games Based Learning’ and ‘Proof of the Pudding…’ (this one explains one of our games based workshops where the children or adults are encouraged to get out of their seats to negotiate, problem-solve, prioritise and more with other individuals and groups).
- Bring in visuals – a good game will have meaningful visuals. These can make concepts clearer and motivate learners. For example, in our game, mentioned above, the children are put in charge of a town, which they have to improve by making purchase decisions. The town graphic, as well as the reports, change according to their decisions.
- Student choice – games can be very good for encouraging self-directed learning. The article also mentions having a choice of activities related to a topic for different levels. Games can be wonderful for allowing learning at the student’s pace and level. Often games advance when the student has mastered the initial knowledge and skills.
- Understand your clients – the kids – this one is obviously very dependent on the teacher’s attitude. The article explains how important the culture of the classroom can be for encouraging learning. Allowing learners to play games at school has the potential to bring about a lot of respect for the teacher. This is especially true if the learners are given freedom to play the game as they wish. Games can be very self-directed but structured which can encourage a positive environment in classrooms.
- Mix it up! – Obviously games are a great way to mix things up. They get people doing an activity that is unlike the norm, which can wake people up and keep them motivated to learn. The article also talks about multiple learning styles (e.g. auditory, kinaesthetic). See our article ‘Games Based Learning Supports Multiple Learning Styles’ for more about this.
- Be human – the article finishes by reminding teachers to have fun themselves. GBL can be a great way to break up the monotony, spark the imagination, bring fun into learning, wake people up, inspire and so on. These things are important for teachers as well as students. The article also suggests asking students what engages and motivates them. How about going to work tomorrow and asking your students what they would like to see more of in the classroom? Or maybe even if they would like to try GBL?
For the original article, click here.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
Thursday, 30 January 2014
Academic Camp to Teach Teens Game Design
This news story has caught my eye this week. This innovative, 21st century teaching is inspirational and it will be extremely interesting to find out how it goes. I wish more of this happened in the UK (see my case study on Code Club, to see what there is to offer in the UK).
Teenage students in Idaho will have the opportunity to participate in an online camp in game design/programming from March. The Idaho Teen Game Lab (ITGL) is intended for people who are interested in a career in digital gaming and computer programming. It is open to 200 middle and high school students across the state of Idaho.
ITGL is a six week, online camp that teaches digital game design and allows for career exploration in this area. ITGL is taught using 3D GameLab, which is a quest-based learning platform. Students level up by playing educational “quests” within Gamemaker Studio, Sploder, Unity, Minecraft and adventure maps at their own pace. Students will be able to collaborate in virtual worlds to plan and build civilizations, create personalized games and test and provide feedback on fellow-developers games. ITGL is co-sponsored by Idaho Digital Learning (IDLA) and GoGo Labs.
“At Idaho Digital Learning, we are always searching for innovative ways to improve learning opportunities for Idaho Students. Idaho Teen Game Lab provides a rich learning experience that promotes creativity, collaboration, communication and critical thinking which are essential skills in todays work environment. We are really excited about our partnership with GoGo Labs and have enjoyed working with them on this project” said Mike Caldwell, Idaho Digital Learning Director of Program Development.
“Ninety-nine percent of teens play video games. GoGo Labs is focused on engaging students and inspiring teachers through gamified learning opportunities, and what could be more interesting than designing the games themselves? We’re excited to be working with IDLA to bring this opportunity to Idaho teens” said Lisa Dawley, GoGo Labs CEO & Founder.
Registration will open on February 5th 2014, in celebration of Digital Learning Day. ITGL will be great for beginner and intermediate game designers. For more information, go to http://idahoteengamelab.org/.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
Teenage students in Idaho will have the opportunity to participate in an online camp in game design/programming from March. The Idaho Teen Game Lab (ITGL) is intended for people who are interested in a career in digital gaming and computer programming. It is open to 200 middle and high school students across the state of Idaho.
ITGL is a six week, online camp that teaches digital game design and allows for career exploration in this area. ITGL is taught using 3D GameLab, which is a quest-based learning platform. Students level up by playing educational “quests” within Gamemaker Studio, Sploder, Unity, Minecraft and adventure maps at their own pace. Students will be able to collaborate in virtual worlds to plan and build civilizations, create personalized games and test and provide feedback on fellow-developers games. ITGL is co-sponsored by Idaho Digital Learning (IDLA) and GoGo Labs.
“At Idaho Digital Learning, we are always searching for innovative ways to improve learning opportunities for Idaho Students. Idaho Teen Game Lab provides a rich learning experience that promotes creativity, collaboration, communication and critical thinking which are essential skills in todays work environment. We are really excited about our partnership with GoGo Labs and have enjoyed working with them on this project” said Mike Caldwell, Idaho Digital Learning Director of Program Development.
“Ninety-nine percent of teens play video games. GoGo Labs is focused on engaging students and inspiring teachers through gamified learning opportunities, and what could be more interesting than designing the games themselves? We’re excited to be working with IDLA to bring this opportunity to Idaho teens” said Lisa Dawley, GoGo Labs CEO & Founder.
Registration will open on February 5th 2014, in celebration of Digital Learning Day. ITGL will be great for beginner and intermediate game designers. For more information, go to http://idahoteengamelab.org/.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
Saturday, 17 August 2013
The Future of Ed-Tech and How to Get Started Now
Every now and then, we like to stray from the topics of games based learning and gamification and talk about something related but different. We are fascinated by new technologies and what they can do for education and learning. This blog post will look at some of the education technologies that might be a bit out of reach for the majority right now. They might look a bit sci-fi, but this new tech could prove to be the future of education. We’ll then give you a few ideas about how you can get started with implementing more ed-tech right now. Please click on the tiny infographic too to the right from LearnDash to see a full-sized version with teacher and administrator opinions of ed-tech and some interesting statistics.Google Glass
If you have never heard of Google Glass, the article, “A Teacher’s Guide to Google Glass” gives a good introduction as well as ways that the new tech might be useful for teachers. Google Glass is likely to be out of most teachers’ price range right now, but educators have been getting excited about how it could revolutionise teaching. The article, “How Google Glass Can Be Used In Education” is very informative and gives lots of inspiring ideas with a wonderful infographic. For more real-world examples of how Google Glass is being used right now, have a look at “The Incredible Way a Michigan Physics Teacher Uses Google Glass”.
Augmented Reality
It might be a short while before augmented reality becomes mainstream too, mostly because the applications of the technology for education haven’t been discussed as prevalently as other technologies such as Google Glass. But the article, “Augmented Reality is Going Mobile – And Coming to a Classroom Near You” is a very detailed analysis of what this tech could have to offer to the education world.
3D Printing
Again, this technology might be a little pricey right now, but as prices reduce and as people begin to discuss more and more applications of the technology for education, 3D printing might just be common-place in schools in only a couple of years. This article discusses the “Importance of 3D Printing in Education”, including merits such as increasing interactivity and learning by doing. For more examples of how schools are using this new tech, read “5 Ways Schools are Already Using 3D Printing”.
How Can I Get Started With Ed-Tech Right Now?
Before I give you some of my ideas, it would be very worthwhile to watch this short video from edutopia, “An Introduction to Technology Integration” which gives a great overview of why technology can be so powerful.
- Social Media: social media is an easy, natural, cheap and meaningful way of using more technology in your classroom. Here is some suggested reading: “4 Ways To Improve School Communication Using Social Media” and for Twitter beginners, “100 Ways to Use Twitter in Education, by Degree of Difficulty”.
- Blogging: again, blogging is relatively easy, cheap and meaningful. It can be used in a variety of ways e.g. as a learning tool in itself (creative writing etc.), to promote school events, to connect with parents, to promote the school and so on. Suggested reading: “10 Quick and Simple Ideas for Blogging in Class” and “A 60 Seconds Guide to the use of Blogging in Education”.
- Virtual Field Trips: an easy way to give students more realistic and immersive experience of a topic or location from around the globe. Field trips can include virtual tours of museums and art galleries, moon tours, virtual rainforest trips, arctic tours and so on. Suggested reading: “10 Wonderful Virtual Field Trips for your Students” and “20 Awesome Virtual Learning Experiences Online”.
- Classroom Management: whether you want to incorporate gamification into your classroom management strategies or not, there are lots of ways of managing your classroom using technology. These range from simple noise level monitors to full blown, gamified management systems with avatars, badges, leader boards and so on. Suggested reading: “5 Classroom Management Apps Every Teacher Needs to Know About”.
- QR Codes: these are like bar codes that link to multimedia content when scanned with a device like a smart phone or tablet PC. Suggested reading: “5 Real Ways to use QR Codes in Education”.
- Pinterest: I think Pinterest is a revolutionary tool for many people and teachers and pupils are no exception. Have a look at our Pinterest boards for examples of how we use the tool. Suggested reading: “How Pinterest is used in Education”.
- Scoop.it: an online tool for gathering information from blogs and news sites across the web that interest you or relates to a certain topic. Suggested reading: “Why Scoopit is Becoming an Indispensable Learning Tool”.
- Interactive study guides: more and more apps are being developed for teachers and students and technology could be used to create interactive study guides. Suggested reading: “6 iPad Apps that Help you Create Interactive Study Guides”.
- Projects: we have written about Project Based Learning before (“10 Benefits of Project Based Learning”), which is likely to become a popular feature of education in the near future. Technology can be used to not only jazz up the presentation aspect of projects but also increase learning. Suggested reading: “6 Brilliant EdTech Tools for Student Projects”
- Tablet computers: you might not be able to integrate tablets right now and, as with everything, it is about what you do with the tech than the tech itself, but I couldn’t miss tablets from my list. Suggested reading: “6 Examples of Successful Classroom Tablet Integration”.
Those are just a few ways that teachers could implement more technology into their classrooms. Obviously there are many more ways, but these offer a good starting point. It is important to remember though that technology should not be introduced just for the sake of it. It can be powerful when used correctly and alongside fantastic teaching and is not a substitute for excellent tuition from teachers. Careful thought and planning should be undertaken before any tech is introduced.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
Thursday, 4 July 2013
Part 6: Programming, Project Based Learning and games-ED
Project Based Learning (PBL) is big news in the education world. I wrote a blog article about the benefits of PBL in March, which you can read here. I also discussed a new school in the U.S. that used PBL heavily to teach its children, in this article. It is essentially a way of teaching children things through them completing a project. They are given a topic or goal and they must complete a project around it. It is an extremely engaging way of learning that enables children to see the real-world value of the knowledge they gain.
Teaching children programming lends itself very well to PBL, either at a whole class level, or in smaller groups. Using the goal of creating a game, children can learn to program along with many other skills (media skills, logic, problem solving, creativity, maths etc.). The project could also be situated around a subject, which could increase subject matter knowledge in a stealthy way. For example, a game about history would lead children to learn about that history, for the game to be successful. The project could also go further and teach children entrepreneurial skills, business skills, marketing skills, social media skills etc. if the game is to be sold and marketed. Even if it was never to be actually marketed, a hypothetical case could be presented and the children could still learn these skills.
games-ED (which brings you this blog, see tab at top of page for more info) believes that it is important for children to have some understanding of programming. We also appreciate the myriad of extra skills to be gleaned from teaching children to program and how powerful PBL can be. The skills that we use to develop games combined with our ability to deliver training enables us to run PBL courses. We have experience of running 450 workshops and 40 school classes and have previous PBL experience. For examples, see Climate Crew and Eco Busters. For more information visit: http://www.games-ed.co.uk/pbl.html.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
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| Image courtesy of NMCorg on Flickr. |
games-ED (which brings you this blog, see tab at top of page for more info) believes that it is important for children to have some understanding of programming. We also appreciate the myriad of extra skills to be gleaned from teaching children to program and how powerful PBL can be. The skills that we use to develop games combined with our ability to deliver training enables us to run PBL courses. We have experience of running 450 workshops and 40 school classes and have previous PBL experience. For examples, see Climate Crew and Eco Busters. For more information visit: http://www.games-ed.co.uk/pbl.html.
Please follow @paulladley on Twitter, games-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.
Monday, 1 July 2013
Part 5: Case Study - Code Club
Code Club is a U.K. network of free after-school clubs to teach children between the ages 9 and 11 to program. It is volunteer-led and it provides groups with specially written projects to help them learn basic programming. The projects teach children how to program by showing them how to make computer games, animations and websites.
Their mission is to give every child in the UK the chance to learn to code. They aim to have Code Club in 25% of primary schools in the UK by the end of 2015. So far they have 899 clubs across the UK.
Each term, children learn new skills. Terms 1 & 2 use Scratch to teach programming basics. Term 3 teaches the basics of web development using HTML and CSS. Term 4 teaches Python and so on. Volunteers go to their local club for an hour a week and teach one project per week. Clubs are usually held in schools, but also can be held in libraries, community centres etc.
Their philosophy: “Code Club is about fun, creativity and learning through exploring. It’s important that the children enjoy their time at Code Club and that it doesn’t feel like another school lesson. They should understand that they’re in charge of the computer, and can (and should) make it do what they want, not the other way around.”
They have also launched Code Club World and already have some clubs in other countries. The mission of CodeClubWorld.org is to give every child in the world the chance to learn to code by providing project materials and a volunteering framework that supports the running of after-school coding clubs. So far, they have materials in English, Brazilian Portuguese, Dutch, German, Norwegian and Ukranian. They also welcome any offers to translate the materials into your native language.
If you want to learn more, support Code Club or even start your own visit: codeclub.org.uk or for Code Club World: codeclubworld.org.
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.
Their mission is to give every child in the UK the chance to learn to code. They aim to have Code Club in 25% of primary schools in the UK by the end of 2015. So far they have 899 clubs across the UK.Each term, children learn new skills. Terms 1 & 2 use Scratch to teach programming basics. Term 3 teaches the basics of web development using HTML and CSS. Term 4 teaches Python and so on. Volunteers go to their local club for an hour a week and teach one project per week. Clubs are usually held in schools, but also can be held in libraries, community centres etc.
Their philosophy: “Code Club is about fun, creativity and learning through exploring. It’s important that the children enjoy their time at Code Club and that it doesn’t feel like another school lesson. They should understand that they’re in charge of the computer, and can (and should) make it do what they want, not the other way around.”
They have also launched Code Club World and already have some clubs in other countries. The mission of CodeClubWorld.org is to give every child in the world the chance to learn to code by providing project materials and a volunteering framework that supports the running of after-school coding clubs. So far, they have materials in English, Brazilian Portuguese, Dutch, German, Norwegian and Ukranian. They also welcome any offers to translate the materials into your native language.If you want to learn more, support Code Club or even start your own visit: codeclub.org.uk or for Code Club World: codeclubworld.org.
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.
Tuesday, 28 May 2013
Games Based School
PlayMaker is a school that has been designed and developed by the GameDesk Institute funded by the Bill and Melinda Gates Foundation and launched in partnership with New Roads Schools. So what is so special about this school? The school’s philosophy is that children learn best by playing, making, discovering and enquiring. They aim to transform the learning process and bring the education system into the 21st century. Rather than simply talking at children and telling them what to learn, the children are empowered to customise their own path and develop meaningful relationships with subject material.
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| Image courtesy of PlayMaker School |
- Learning through play
- Learning through making
- Learning through discovery and enquiry
- Learning through interest-driven curriculum
How does this work at a student level?
Students are in control of their own learning. They have an ‘Adventure Map’ which is essentially their curriculum but one which they can interact with, personalise and reflect upon. The Map is made up of curriculum units, which explore a certain subject area in a cross-curricula and project based way (see '10 Benefits of Project Based Learning’). For example, the roller coaster unit teaches students about friction, speed and distance, kinetic and potential energy, measurement and digital film-making through various exercises including building a physical roller coaster, creating a digital roller coaster and making a short film. The modules are made up of elements that are great for different types of learners (see ‘Games Based Learning Supports Multiple Learning Styles’). Once students have completed a module, they ‘unlock’ new areas of the curriculum.
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| Image courtesy of PlayMaker School |
The curriculum maps to U.S. standards but also focused on competencies that the PlayMaker school deems important such as systems thinking, problem solving, social-emotional learning, critical thinking, collaboration and other life and career skills (see ‘21st Century Skills and Games Based Learning’). The school is open source so that the community of teachers and schools can learn from the school (its successes and mistakes). I imagine that we will start to see more and more schools like this in the near future and hopefully some of them will crop up in the U.K..
Visit the school’s site for more information: http://www.playmaker.org/
Please follow @paulladley on Twitter and like games-ED’s Pinterest, Facebook and Google+ pages for blog updates and interesting games based learning links and resources.
Thursday, 4 April 2013
Part 2 - The 70/20/10 Learning Model: Lessons for Education
This blog post is the second part of a series. To see the first part, ‘The 70/20/10 Learning Model and Games Based Learning’, click here.
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| Image courtesy of blogefl (Graham Stanley) on Flickr |
Currently, the education system may be more like 10/20/70. Schools, colleges and universities provide formal learning; however, there may be ways to make this seem less formal and be more appealing. On the job learning is difficult to achieve for children, however, on the job could be understood more as learning by doing, as this is what happens at work. You are not formally taught skills, but must adapt and learn them on the job. For a child, you might not formally be taught information or skills, but might have to discover them for yourself (Project Based Learning for example). Learning from others (the 20%) could also be more important in education and could be facilitated by Flipped Learning or collaborative learning simulations for example.
Project Based Learning (PBL) is where learning is structured around a project and the children must learn what they need to complete the project. ‘The Future of Learning, Networked Society’ video in this blog post suggests that in the 21st century, what is important is not telling children to memorise facts and answers to questions we already know the answers to, but to tell them the project and let them figure it out for themselves. The children are allowed to learn by doing and to collaborate which can be very motivating, however, it is obviously not possible for teaching the basics. For more information about PBL, see our article '10 Benefits of Project Based Learning’ and our ‘Learning’ Pinterest board.
Another form of ‘on the job’ learning for children could be through learning simulations. Learning simulations are computer based serious games, which simulate a real situation or event. They can be highly successful, safe, inexpensive learning tools and can teach a broad array of topics (for some examples, visit games-ED.co.uk). The important words here are safe and simulation. Children (and adults, see Part 1) are allowed to experience an event or situation that might be unsafe, impractical or impossible in reality. Simulations are also more simplified versions of real-life and therefore, can act as better learning tools. While learning simulations are formal training, they don’t seem like they are (and aren’t as ‘formal’ as most classes) and offer some of the advantages of on the job learning i.e. learning by doing. Some simulations also help breach the 20% and encourage collaborative learning.
I am sure many of you will have heard of The Kahn Academy. The Academy basically outsources most of what you would expect from lessons (lecturing, questions and so on) to videos which students can watch online. This frees up lesson time for more focused and personalised help and instruction from teachers as well as demonstrations, projects, experiments and so on. This is a form of Flipped Learning. Please watch the video from Salman Khan on our previous blog post for a better explanation. While the videos and class time are used for formal learning, there is more scope for hands-on, experiential and collaborative learning than traditional methods.
I think that what is important is the blend. This is exactly Lombardo and Eichinger’s argument. They believe that learning occurs best when there is a blend of different approaches. Learning from experience, from others and from formal training can be extremely powerful. I just think that education could do more to tap into the 70% and 20%. This is especially true if they are going to be expected to learn in a completely different way as adults.
Another important aspect of the model which is worth mentioning is that learning occurs due to the realisation of a need to learn and the motivation to do something about it. A problem with schools (which was mentioned in some of the videos in a previous blog post, ‘The Future of Learning’) is that they tell the children to learn because it will be important in the future and to trust that the teacher knows best. The child is never fully informed of why they need to learn (and often they are learning things they will never need), so they can lack motivation.
Children are quick to ask, “when will I need / use this?” and they are often spot on. Not many people will need to remember names and dates of historical figures and battles or be able to recite a poem or know the periodical table off by heart. 21st Century Skills such as problem-solving, collaboration and creativity are increasingly important as well as numeracy skills, literacy skills and so on. As Mark Prensky argued, "too many teachers see education as preparing kids for the past, not the future".
Lombardo, Michael M; Eichinger, Robert W (1996). The Career Architect Development Planner (1st ed.). Minneapolis: Lominger.
Please follow @paulladley on Twitter and like games-ED’s Pinterest, Facebook and Google+ pages for blog updates and interesting games based learning links and resources.
Wednesday, 20 March 2013
10 Benefits of Project Based Learning
Project Based Learning (PBL) is a hot topic in education currently. PBL is where learning is structured around a project. The learners must learn what they need to complete the project. They can find this information by themselves, or they may have formal classes and so on, which help them to complete their projects.
So why is PBL so good?
- It is extremely motivating. Learners want to learn in order to complete their project and might even do extra work if it means their project will succeed.
- PBL can be a lot more hands-on and make the learners feel in control of their learning which is much more engaging than listening to someone talk at you at the front of a room and answering some questions.
- The learning has built up gradually with a definite result; the learners have something to show at the end of it.
- PBL can encourage collaboration. It works well with learners split into project groups or teams. Collaboration is great for learning and it is an important 21st century skill.
- It is a great way of ticking other 21st century skill ‘boxes’. PBL can be a good way of encouraging soft skills such as problem solving, research skills and creativity.
- Good base for cross-curriculum learning. A single, broad topic can be used as a project theme and many subjects can be brought into it, which gives them some meaning. For example, a topic on ancient Greeks could involve history, maths, geography, politics, philosophy, religious education and so on.
- Projects can be tailored to suit different abilities and if working in groups, people can fill different niches, which could enhance self-esteem.
- Gives subjects a focus and more of a meaning, ties things together and offers an easy answer to “Why do we need to know this?”
- It is easy to implement with few resources (but does require a little imagination).
- Having said that (number 9), there are lots of helpful resources and project plans online. Have a look at our ‘Learning’ Pinterest board for some great ideas.
How does PBL work in practice?
Well, one example is Climate Crew. games-ED undertook a project with over 40 young people from 2 schools and a Girl Guides group from St.Helens, Merseyside, UK. The young people were aged between 14 and 18. The project ran three types of media skills workshops that had a dual purpose: to provide media skills for the young people and to feed into a design of a game.
- Workshop 1 - Creative Skills:
- Theory of logo design > design roughs on paper > designs crated in a vector drawing package.
- The guides developed a flier based on the logo.
- Workshop 2 - Computer Games Design:
- The Schools created initial designs: premise > story > game-play and Easter eggs (hidden features in the game).
- The Guides drew up the screen designs on huge sheets of paper.
- Workshop 3 - Computer Games Build (done using Adobe Flash):
- Game inner working and artificial intelligence
- Interface, animation and navigation coding
- Avatar design and coding
- Real world interaction
- Workshop 4 – Testing
Even though the project ran over a number of weeks and multiple sessions, there still wasn’t enough time to teach the young people the varied skills they would need to design and develop a game. The approach we took was to let the young experience the spectrum of roles in a games company, rather than trying to make them expert in any one area. The game was completed by the facilitators and can be found here.
The young people learned a lot of skills through designing, leading and implementing the project and through the interactive workshops including creative marketing and facilitation, project management, community leadership, computer game design and development.Before and after the workshops the young people were asked to judge their skills in key areas, some of the data is shown below. The data shows that the young people gained skills in design and computer game development as well as communication skills. The workshops were ranked very highly by the young people, particularly the final workshop on game development where they saw all of their previous work slot together as they built the game.
Workshop 1
- 47% improvement in understanding the use of logos for communicating ideas.
- 57% improvement in understanding climate change.
- 62% improvement of skills in logo design.
- 51% improvement of skills in graphic design (taking an idea to completed product).
- 31% improvement of skills in using a computer art/design package.
- 23% improvement in communication skills for the verbal presentation of ideas.
Workshop 2
When asked, “What key learning messages will you take away”, some of the children responded:
- “No idea is a bad one.
- “Bigger understanding of designing games.
- “That we should take our time to think of ideas instead of rushing.
- “That when designing a game it has to be simple but catchy.
- “How to lower my carbon footprint.”
This is a very specific project around games, but you can see easily how similar principles could be used for a project to teach any number of things. The children loved the experience and learnt a lot and the teachers were full of positive comments too. For more information and data (including teacher feedback) see ‘Developing Games with Young People: Climate Crew’.
Please follow @paulladley on Twitter and like games-ED’s Pinterest, Facebook and Google+ pages for blog updates and interesting games based learning links and resources.
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