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.
Thursday, 11 August 2011
Imagine Counselling
One of the Directors of pixelfountain (games-ED) has started a new venture called Imagine Counselling. Now this blog post could be a cheeky plug for Mary Dees and Imagine Counselling (which it is) but it also does have some bearing on games based learning.
Mary recently used Sustainaville (a games-ED product) in a workshop session. I blogged previously about this workshop (http://www.games-based-learning.com/2011/06/they-are-ok-are-you.html) so I won't go into too much detail. In brief, though, 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 using the Sustainaville games based learning product as an anchor.
Mary and I believe that games based learning / serious games and Transactional Analysis can be used to deliver organisational change - click the following link if you want to know more about Organisational Transactional Analysis.
Imagine Counselling offers counselling and psychotherapy located in Mellor, Stockport: close to Marple, Marple Bridge, Romiley, New Mills, Glossop & High Peak, Stockport & South Manchester and Tameside.
Thursday, 14 July 2011
Neuroscience, Stress and Games Based Learning
This blog is going to be a bit ambitious and is much about getting my thoughts down, as sharing ideas with others. I am currently listening to “Spark: The Revolutionary New Science of Exercise and the Brain” and some of its ideas got me thinking about games based learning; in particular stress and its impact learning acquisition and flow, self-mastery and retention of knowledge.
Renowned psychiatrist John J. Ratey’s book delves into neuroscience to explain the transformative effects of exercise on the brain. The book includes chapters on the beneficial effects of exercise on Stress, Anxiety, Depression, Attention Deficit, Addiction, Hormonal Changes, Aging and Learning. I won’t give too much away, but on learning he cites an example of a revolutionary fitness program in Naperville, Illinois, which has put this school district first in the world for science and sixth for mathematic based on internationally recognised testing methods. These results put the school significantly above the US average.
There is a huge amount of interesting material in the book, but one particular point about stress got me thinking about what I have experienced in workshops and about how games based learning could be achieving some of its learning outcomes.
According to Ratey, stress works at a fundamental level in the brain. It is linked to the ‘fight or flight’ response. Stress focuses the brain martialling resources for immediate use. Adrenaline kicks in, increasing heart rate and dilating bronchial tubes to allow more oxygen to get to the muscles. Two neurotransmitters put the brain on alert: neoroprenephrine arouses attention then dopamine sharpens and focuses it. Cortisol takes over from adrenaline to allow more glucose to be freed up for the brain.
Too much stress can overwhelm us, and inhibit learning and performance, but a little can be beneficial. For example, mild stress before going on stage ramps up chemicals in the brain, which means the brain becomes more focused and performance improves.
Ratey states that people suffering from Attention Deficit Hyperactivity Didorder (ADHD) can sometimes be seen as stress junkies, but they are probably using stress as a mechanism to achieve focus. He also suggests engendering stress is a primary focus of procrastination. We only can get motivated and focused when the stress has ramped up to the required level.
So what as this specifically got to do with my experiences of games based learning at games-ED and using learning simulations at pixelfountain. Well, at the start of our workshops, learners are often stressed as they are asked to quickly learn the rules of a game. This usually takes around ten to fifteen minutes, as we design the game rules to be simple so that it doesn't take too long for the learners to get into the learning. But maybe this initial ‘out of their comfort zone’ experience is not a hurdle to quickly jump over; it could actually be an integral part of the learning process. The stress could be putting the learners’ brains in a more attentive and thus receptive frame of mind to take on new information (build synaptic links).
In fact in our adult workshop, it has often been delegates that have struggled the most at the start that have raved the most at the end. I can think of one specific workshop, where a woman in a local council said, “I have only just learned Monopoly, how do you expect me to do this.” At the end of the workshop, she was praising the games based learning approach and stated that everyone in the council should do it.
We have thought of this turnaround as a journey that these individuals go through, and that this experience means they feel the need to talk about it. I think this is probably still the case, but maybe the initial stress has focused their brain, meaning they have learned a lot more as a result. This would make sense, as these individual are recommending the process in terms of “this is the best training I have done and everyone should do it”.
Furthermore, the stress of dealing with challenges could be the biological mechanism behind learning flow. The mild stress enables the individual to keep going and discover more. In our games designs we include incidents, so that in later rounds of the simulations, learners have an extra challenge. We do this to increase realism and to spice things up a little. But, maybe we have inadvertently designed games that keep stressing the learners a little in order that they learn a lot. The games based challenges generate learning flow.
The idea of a learning journey is powerful. The initial stress and challenges along the way, enables the individual to achieve a degree of self-mastery. And in doing so, learners feel good about themselves. They have earned that pat on the back. I think that this presents a fantastic way to motivate learners. So, games could offer up an opportunity to create a “learning arc”, where learning can be seen in terms of beginning, middle and end with crises along the way building to a learning climax.
The stress response goes beyond generating focus and providing an opportunity for self-mastery; it can help with the process of learning and memory. A bit more neuroscience courtesy of Ratey . The stress response elevates cortisol, hypothalamic corticotrophin-releasing factor (CRF) and neoroprenephrine. These agents enable glutamate to be boosted which in turn speeds up the flow of information to the hippocampus and changes the dynamic at the synapses. Cortisol turns on genes inside cells which make proteins that are used to build up the very structure of the brain and solidify the memory. Put simply, stress improves learning and memory. But, there is a downside. Too much cortisol can have a negative impact on memory and is probably the reason why when people are severely stressed they do not learn very well. “Everything in moderation” works for the brain as well.
We have gathered a huge amount of feedback from delegates and have conducted long-term evaluation on a number of large regional programmes. Delegates have talked about accelerated learning of complex subjects and that long-term changes have occurred in their organisation. These may have occurred because games based learning and specifically simulations provide high quality learning, but possibly stress has played its part in focussing delegates brains and forging strong memories and learning. This could also be why Games Based Situated Learning is such a powerful learning theory and approach.
As I said at the start of this blog post, these are ideas that are very fresh in my mind. Hopefully, I have got them down in a coherent manner. Over the next weeks and months, I may pick up on the idea of mild stress being an enabler for generating focus, flow, allowing the opportunity for self-mastery and improving the efficiency of learning and memory. Alternatively, I may bin the whole concept. Possibly, because it doesn’t stack up or probably because it makes my brain hurt!
---
If you want to know more about John J Ratey ideas on learning then grab a copy of his book, and you can also find information on his blog “Exercise Revolution” or on his website.
---
If you have got this far in the blog you may also be interested in the work we do at pixelfountain on Organisational Transactional Analysis.
Renowned psychiatrist John J. Ratey’s book delves into neuroscience to explain the transformative effects of exercise on the brain. The book includes chapters on the beneficial effects of exercise on Stress, Anxiety, Depression, Attention Deficit, Addiction, Hormonal Changes, Aging and Learning. I won’t give too much away, but on learning he cites an example of a revolutionary fitness program in Naperville, Illinois, which has put this school district first in the world for science and sixth for mathematic based on internationally recognised testing methods. These results put the school significantly above the US average.
![]() |
| "I need a break, or do I?" |
According to Ratey, stress works at a fundamental level in the brain. It is linked to the ‘fight or flight’ response. Stress focuses the brain martialling resources for immediate use. Adrenaline kicks in, increasing heart rate and dilating bronchial tubes to allow more oxygen to get to the muscles. Two neurotransmitters put the brain on alert: neoroprenephrine arouses attention then dopamine sharpens and focuses it. Cortisol takes over from adrenaline to allow more glucose to be freed up for the brain.
Too much stress can overwhelm us, and inhibit learning and performance, but a little can be beneficial. For example, mild stress before going on stage ramps up chemicals in the brain, which means the brain becomes more focused and performance improves.
Ratey states that people suffering from Attention Deficit Hyperactivity Didorder (ADHD) can sometimes be seen as stress junkies, but they are probably using stress as a mechanism to achieve focus. He also suggests engendering stress is a primary focus of procrastination. We only can get motivated and focused when the stress has ramped up to the required level.
So what as this specifically got to do with my experiences of games based learning at games-ED and using learning simulations at pixelfountain. Well, at the start of our workshops, learners are often stressed as they are asked to quickly learn the rules of a game. This usually takes around ten to fifteen minutes, as we design the game rules to be simple so that it doesn't take too long for the learners to get into the learning. But maybe this initial ‘out of their comfort zone’ experience is not a hurdle to quickly jump over; it could actually be an integral part of the learning process. The stress could be putting the learners’ brains in a more attentive and thus receptive frame of mind to take on new information (build synaptic links).
In fact in our adult workshop, it has often been delegates that have struggled the most at the start that have raved the most at the end. I can think of one specific workshop, where a woman in a local council said, “I have only just learned Monopoly, how do you expect me to do this.” At the end of the workshop, she was praising the games based learning approach and stated that everyone in the council should do it.
We have thought of this turnaround as a journey that these individuals go through, and that this experience means they feel the need to talk about it. I think this is probably still the case, but maybe the initial stress has focused their brain, meaning they have learned a lot more as a result. This would make sense, as these individual are recommending the process in terms of “this is the best training I have done and everyone should do it”.
Furthermore, the stress of dealing with challenges could be the biological mechanism behind learning flow. The mild stress enables the individual to keep going and discover more. In our games designs we include incidents, so that in later rounds of the simulations, learners have an extra challenge. We do this to increase realism and to spice things up a little. But, maybe we have inadvertently designed games that keep stressing the learners a little in order that they learn a lot. The games based challenges generate learning flow.
The idea of a learning journey is powerful. The initial stress and challenges along the way, enables the individual to achieve a degree of self-mastery. And in doing so, learners feel good about themselves. They have earned that pat on the back. I think that this presents a fantastic way to motivate learners. So, games could offer up an opportunity to create a “learning arc”, where learning can be seen in terms of beginning, middle and end with crises along the way building to a learning climax.
The stress response goes beyond generating focus and providing an opportunity for self-mastery; it can help with the process of learning and memory. A bit more neuroscience courtesy of Ratey . The stress response elevates cortisol, hypothalamic corticotrophin-releasing factor (CRF) and neoroprenephrine. These agents enable glutamate to be boosted which in turn speeds up the flow of information to the hippocampus and changes the dynamic at the synapses. Cortisol turns on genes inside cells which make proteins that are used to build up the very structure of the brain and solidify the memory. Put simply, stress improves learning and memory. But, there is a downside. Too much cortisol can have a negative impact on memory and is probably the reason why when people are severely stressed they do not learn very well. “Everything in moderation” works for the brain as well.
![]() |
| And they all lived happily ever after. |
As I said at the start of this blog post, these are ideas that are very fresh in my mind. Hopefully, I have got them down in a coherent manner. Over the next weeks and months, I may pick up on the idea of mild stress being an enabler for generating focus, flow, allowing the opportunity for self-mastery and improving the efficiency of learning and memory. Alternatively, I may bin the whole concept. Possibly, because it doesn’t stack up or probably because it makes my brain hurt!
---
If you want to know more about John J Ratey ideas on learning then grab a copy of his book, and you can also find information on his blog “Exercise Revolution” or on his website.
---
If you have got this far in the blog you may also be interested in the work we do at pixelfountain on Organisational Transactional Analysis.
Wednesday, 13 July 2011
Innovate my School - Games Based Learning Expert.
Just written an article for Innovate my School. I have been asked to be one of their industry experts, not surprisingly in games based learning. Innovate my School's Expert Voice section can be found at http://www.innovatemyschool.com/industry-expert-articles.html.
My first article compares purpose built games based learning to commercial entertainment games in terms of their use in the classroom. The comparison is done using the five factors: design, delivery, technology & support, outcomes and cost. The five factors are drawn from my Games Based Learning and Analysis Tool, which I briefly blogged about in Getting Started with Games Based Learning. The tool can can be found on the games-ED website along with other musings on games based learning theory.
The full Innovate my School article can be found at http://www.innovatemyschool.com/industry-expert-articles/item/40-purpose-built-education-games-vs-commercial-entertainment-games.html
Anyway, my next article will be written for my blog and it is going to focus on games based learning and neuroscience - well sort of.
My first article compares purpose built games based learning to commercial entertainment games in terms of their use in the classroom. The comparison is done using the five factors: design, delivery, technology & support, outcomes and cost. The five factors are drawn from my Games Based Learning and Analysis Tool, which I briefly blogged about in Getting Started with Games Based Learning. The tool can can be found on the games-ED website along with other musings on games based learning theory.
The full Innovate my School article can be found at http://www.innovatemyschool.com/industry-expert-articles/item/40-purpose-built-education-games-vs-commercial-entertainment-games.html
Anyway, my next article will be written for my blog and it is going to focus on games based learning and neuroscience - well sort of.
Friday, 24 June 2011
Best of Both Worlds
I recently wrote an article on games based learning for Headteacher Update.
The article looks at the debate around games based learning and considers what educators and developers need to think about to when using / creating games based learning products.
Anyways, before I blog a spoiler, why don't you have gander a page 36 of the digital edition of Headteacher Update.
----
Edit: Headteacher Update have published a web page version of my games based learning article.
The article looks at the debate around games based learning and considers what educators and developers need to think about to when using / creating games based learning products.
Anyways, before I blog a spoiler, why don't you have gander a page 36 of the digital edition of Headteacher Update.
----
Edit: Headteacher Update have published a web page version of my games based learning article.
Wednesday, 15 June 2011
Thoughts on the Horizon Report 2011
The NMC Horizon Report series identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. The following blog post is a summary of the 2011 report (black text) along with some of my own thoughts (in blue italics). Oh, and given this a games based learning blog, pride of place is given to this technology.
Games Based Learning (two to three years away)
Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable for educational content, though they can be difficult to design well.
The production requirements seen in popular consumer games thus far have exceeded education providers’ abilities to build them. In The NMC Horizon Report: 2010 K-12 Edition game-based learning was also positioned on the mid-term horizon, and that remains the case today, although it does seem to be gaining acceptance.
One of the problems with the interest commercial games and education is that they seem to have overly influenced game based learning design. I agree that designing good games based learning might be a challenge, but central to the design should be that the learning experience is paramount. Throwing in all the bells and whistles like the latest blockbuster Xbox / PS3 game isn’t necessary. And in reality, in the commercial gaming world there is a growing segment of simpler game designs – Angry Birds, anyone?
What determines the design of games like Angry Birds or Wii Sport (two of the most successful games of recent times)? Well, they have to run on low spec devices; they have to be understood quickly; they don’t have to be complex; and (in the case of Wii Sports) they need to get individuals playing together. Sounds like The 6 Key Principles of Collaborative Games Based Learning, funny that ;)
This year, there has also been a great deal of traction surrounding online games and game apps for mobile devices.
See comments on mobiles in UK classrooms, below.
Designing and developing games is another way to bring games into the curriculum. Good game design involves research, creative thinking, the ability to envision both problems and solutions, and many other learning skills.
Have a gander at a couple of game design development projects that I have been involved:
Another area of gaming that is increasingly interesting to schools is simulation-based games. When game design is of sufficiently high quality, it is increasingly clear that these approaches can deeply engage students in learning.
As gaming and the science of engagement become better understood, we are likely to see significant investment in large-scale educational games. The compelling nature of Massively Multiplayer Online (MMO) games in particular is attracting researchers and educators who appreciate the revolutionary power of including games in the curriculum.
I agree with the simulation-based games point - I would, wouldn’t I, given that is what we do at games-ED. I do worry about MMO games, though. As stated above, the learning should come first and the technology second, but MMO do offer a forum to get schools across the world working with each other and that could be very exciting.
Other Education Technologies
Near-term Horizon (within the next 12 months)
Cloud computing has already transformed the way users of the Internet think about computing and communication, data storage and access, and collaborative work. Cloud-based applications and services are available to many school students today, and more schools are employing cloud-based tools all the time.
It will be interesting to see how the drive for academy status frees up schools to choose IT more flexibly and move away from Local Authority provided solutions.
Mobiles, especially smartphones and tablets, enable ubiquitous access to information, social networks, tools for learning and productivity, and hundreds of thousands of custom applications.
The power of mobiles is without question. But there are a number of issues worth noting in UK schools. Firstly, some teachers are starting to ban them from the classroom. Secondly, at present in the UK smart phones have not become the ubiquitous tool they might have in the US due to their cost, particularly if the user is on a pay as you go contract. In the UK, therefore, the adoption horizon might be two to three years.
The second adoption horizon (two to three years out).
Open content is the current form of a movement that began a decade ago, when universities such as MIT began to make their course content freely available. Ten years later, schools have also begun to share a significant amount of curricula, resources, and learning materials.
TES teaching resources is starting to do this in the UK. So, it could be argued that, open content is on the Near-term Horizon (one year) rather than two to three years out.
Far-term Horizon (four to five years away)
Learning analytics loosely joins a variety of data gathering tools and analytic techniques to study student engagement, performance, and progress in practice, with the goal of using what is learned to revise curricula, teaching, and assessment in real time.
Being an avid user of Google Analytics, I think this concept could revolutionise how we understand learners’ use of digital resources.
Personal learning environments (PLEs) refer to student-designed learning approaches that encompass different types of content — videos, apps, games, social media tools, and more — chosen by a student to match his or her personal learning style and pace. Despite the use of the word “environment” in the name, the notion of a collection or a physical or online space is somewhat irrelevant to a PLE. The goal is for students to have more control over how they learn, and for teachers to set expectations that their students will be more engaged in understanding and applying their learning strategies.
Further Reading
The full Horizon Report can be found at http://www.nmc.org/pdf/2011-Horizon-Report-K12.pdf
Games Based Learning (two to three years away)
Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable for educational content, though they can be difficult to design well.
The production requirements seen in popular consumer games thus far have exceeded education providers’ abilities to build them. In The NMC Horizon Report: 2010 K-12 Edition game-based learning was also positioned on the mid-term horizon, and that remains the case today, although it does seem to be gaining acceptance.
One of the problems with the interest commercial games and education is that they seem to have overly influenced game based learning design. I agree that designing good games based learning might be a challenge, but central to the design should be that the learning experience is paramount. Throwing in all the bells and whistles like the latest blockbuster Xbox / PS3 game isn’t necessary. And in reality, in the commercial gaming world there is a growing segment of simpler game designs – Angry Birds, anyone?
What determines the design of games like Angry Birds or Wii Sport (two of the most successful games of recent times)? Well, they have to run on low spec devices; they have to be understood quickly; they don’t have to be complex; and (in the case of Wii Sports) they need to get individuals playing together. Sounds like The 6 Key Principles of Collaborative Games Based Learning, funny that ;)
This year, there has also been a great deal of traction surrounding online games and game apps for mobile devices.
See comments on mobiles in UK classrooms, below.
Designing and developing games is another way to bring games into the curriculum. Good game design involves research, creative thinking, the ability to envision both problems and solutions, and many other learning skills.
Have a gander at a couple of game design development projects that I have been involved:
- Developing Games with Young People: LAP Recycling Game.
- Climate Crew: creative media skills and games development.
Another area of gaming that is increasingly interesting to schools is simulation-based games. When game design is of sufficiently high quality, it is increasingly clear that these approaches can deeply engage students in learning.
As gaming and the science of engagement become better understood, we are likely to see significant investment in large-scale educational games. The compelling nature of Massively Multiplayer Online (MMO) games in particular is attracting researchers and educators who appreciate the revolutionary power of including games in the curriculum.
I agree with the simulation-based games point - I would, wouldn’t I, given that is what we do at games-ED. I do worry about MMO games, though. As stated above, the learning should come first and the technology second, but MMO do offer a forum to get schools across the world working with each other and that could be very exciting.
Other Education Technologies
Near-term Horizon (within the next 12 months)
Cloud computing has already transformed the way users of the Internet think about computing and communication, data storage and access, and collaborative work. Cloud-based applications and services are available to many school students today, and more schools are employing cloud-based tools all the time.
It will be interesting to see how the drive for academy status frees up schools to choose IT more flexibly and move away from Local Authority provided solutions.
Mobiles, especially smartphones and tablets, enable ubiquitous access to information, social networks, tools for learning and productivity, and hundreds of thousands of custom applications.
The power of mobiles is without question. But there are a number of issues worth noting in UK schools. Firstly, some teachers are starting to ban them from the classroom. Secondly, at present in the UK smart phones have not become the ubiquitous tool they might have in the US due to their cost, particularly if the user is on a pay as you go contract. In the UK, therefore, the adoption horizon might be two to three years.
The second adoption horizon (two to three years out).
Open content is the current form of a movement that began a decade ago, when universities such as MIT began to make their course content freely available. Ten years later, schools have also begun to share a significant amount of curricula, resources, and learning materials.
TES teaching resources is starting to do this in the UK. So, it could be argued that, open content is on the Near-term Horizon (one year) rather than two to three years out.
Far-term Horizon (four to five years away)
Learning analytics loosely joins a variety of data gathering tools and analytic techniques to study student engagement, performance, and progress in practice, with the goal of using what is learned to revise curricula, teaching, and assessment in real time.
Being an avid user of Google Analytics, I think this concept could revolutionise how we understand learners’ use of digital resources.
Personal learning environments (PLEs) refer to student-designed learning approaches that encompass different types of content — videos, apps, games, social media tools, and more — chosen by a student to match his or her personal learning style and pace. Despite the use of the word “environment” in the name, the notion of a collection or a physical or online space is somewhat irrelevant to a PLE. The goal is for students to have more control over how they learn, and for teachers to set expectations that their students will be more engaged in understanding and applying their learning strategies.
Further Reading
The full Horizon Report can be found at http://www.nmc.org/pdf/2011-Horizon-Report-K12.pdf
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