Assessing the prevalence of Game-Based Learning in Vocational Training in Ireland
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Transcript of Assessing the prevalence of Game-Based Learning in Vocational Training in Ireland
Assessing the prevalence of Game-Based Learning in Vocational Training in Ireland
Mr. Brendan Kelleher,Dr. Patrick Felicia
Waterford Institute of Technology
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About me
• Developer/researcher for the Game-Based Learning (GBL) research group at Waterford Institute of Technology
• Design and develop websites, apps and educational games
• Research Interests:– Game-based learning – Artificial intelligence
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Activities of the Game-Based Learning research group
• Specialise in the design, deployment and evaluation of GBL solutions
• Interested in furthering the understanding of how games can improve both motivation and learning outcomes
• Organise GBL events: Presentations from membersWorkshopsNational and international conferences
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Overview
• Background of the study• Objectives of the project• Data collection & analysis• Challenges• Useful Links• Resources
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Background of the study
• GBL is a highly motivating and stimulating medium (Bixler, 2005)
• Learning seems to be conducted in a traditional way in Vocational Education Committees (VEC)s despite technology use becoming ever more widespread
• There is little mention of GBL in teacher training and some teachers were never formally introduced to facilitate its use for their classes
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Background of the study
• Part of a European funded project examining the use of mobile devices and GBL for vocational education
• Mobile Games Based Learning Vocational Education & Training (MoGaBaVET) research project
• The study is focused on assessing and finding the best methods for creating, analysing and deploying game-based learning for vocational education
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Background of the study
• It also examines the possibility of utilising mobile devices
• The partners includes five organisation:Humance AG, GermanyBildungszentren des Baugewerbes (BZB), GermanyWaterford Institute of Technology, IrelandFundación Laboral de la Construcción, SpainStiftung ECAP, Switzerland
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Background of the study
• How game-based learning can help teachers:• “to understand the role of a teacher as a facilitator of
instruction” (Sardone & Devlin-Scherer, 2009)• Can encourage different forms of learning. Eg. gesture
based learning, augmented reality etc…• Allows the learner to take ownership of learning
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Background of the study
• How game-based learning can help learners..
• Reduce any inhibitions toward learning - “Players learn through their games to handle cultural relativity and to deal with different people and roles”. (Prensky, 2002)
• Identify their weaknesses through gameplay in a safe environment
- “Educational gaming encourages active learning and risk taking in an environment where real-world consequences are diminished “. (Gee, 2007)
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Background of the study
How game-based learning can help learners:• Allows learners to reflect on their experiences • Encourages the learner to be involved in the learning
process (sense of control and ownership of learning)• Improves skills through repetitive play
- “Players of computer and video games not only learn how to do things in terms of knowing the procedures, but they also practice the skills until the learning is internalized and becomes second nature”. (Prensky, 2002)
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Objectives of the project
• To examine the use (or lack of use) of Information & Communications Technology (ICT) and games by teachers in Vocational Education
• To identify teachers’ perception of GBL as well as their attitudes and expectations regarding the use of GBL in a classroom environment
• To guide the design and development of a GBL solution for vocational education
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Data collection: Methodology
• Contacted 33 Vocational Education Committees (VEC)s around Ireland• Made the online survey available to the teachers
in the VECs• Followed up initial email with reminders • Phone interviews with teachers from three
Youthreach centres• Data collection in May 2013• Planning to extend until September/October
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Data collection: Target groups
Post Leaving Certificate (PLC)
Vocational Training Opportunities
Scheme (VTOS)
Adult Basic Education (ABE)
Apprenticeships & Traineeships Youthreach
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Data collection: Structure of the survey
• Seven sections examining:
About the respondent IT proficiency ICT for teaching
and learning
About those who have not used
educational games for teaching
About those who have used games
for learning
Mobile games for learning
Motivational and pedagogical
support
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Data collection: Objectives of the survey
• Examine ICT use • Assess any previous use of games for learning • Assess any previous use of mobile devices for
learning • Identify teachers’ beliefs regarding the
motivational and pedagogical benefits of using games for learning
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About the respondents
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About the respondents
Male 12
Female 38
Gender 20 - 3010%
31 - 4546%
46 - 6038%
older than 606%
Age
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About the respondents
Less than 5 years32%
6 - 10 years12%
11 - 15 years26%
More than 15
years30%
How long have you been teaching? Up to
5 hour
s; 18%
6 - 15 hours; 28%
16 - 24 hours; 54%
How many hours per week do you teach?
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About the respondents
Art & Desi
gn
Mathem
atics
Health
, Safe
ty an
d Hygien
ic
Job Application Tr
aining
Business
& Administrati
on
Informati
on Tech
nology
048
121620
69 10 10
13
19What are the main topics you teach?
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About the respondents
Apprentices
hip
Bridgin
g Course
(Occu
pational
Training)
Retrain
ingOther
Furth
er Ed
ucation
010203040
1 29
20
40What target groups are you addressing?
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Information Technology(IT) proficiency
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IT proficiency
Not very
Somewhat
Neutral
QuiteVery
0
4
8
129 10 9 10
12
Rate your proficiency in using the following de-
vices for teaching? - Tablets (iPad or Android
devices)
Not very
Somewhat
Neutral
Quite Very0
4
8
12
16
10
2
8
1416
Rate your proficiency in using the following de-
vices for teaching? - Smartphones
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IT proficiency
Not very
Somewhat
Neutral
Quite Very05
10152025303540
1 06 9
34
Rate your proficiency in using the following de-
vices for teaching? - Desktop computer
Not very
Somewhat
Neutral
Quite Very05
101520253035
1 04
14
31
Rate your proficiency in using the following de-
vices for teaching? - Laptop or Netbook
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IT proficiency
Not very
Somewhat
Neutral
Quite Very0
5
10
15
20
25 22
710
5 6
Rate your proficiency in using the following de-
vices for teaching? - Digital Blackboard
Not very
Somewhat
Neutral
Quite Very05
101520253035
0 0
6
13
31
How proficient do you think you are using the
internet?
25
IT proficiency
Never 10% 25% 50% 75% Always0
2
4
6
8
10
12
14
0
10 10
8
10
12
How often do you use ICT for teaching? (% of time
per course)
No34%
Yes22%
Yes, with permis-sion44%
Can you install software of your choice on the com-puters at your institution
if needed?
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Information & Communication Technology (ICT) for Teaching and Learning
ICT for teaching and learning
Smart
phonesOther
Tablet
s
Digital
Blackb
oard
Laptop
Stationary
PC0
10
20
30
40
310 11
1928
41
From a technical point of view, does your organi-zation provide technol-
ogy for teaching?
010203040
17 19
39
How do students have access to these devices?
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ICT for teaching and learning
Up to 5
More than 20
11 -15 16 - 20 6 - 1005
1015202530
1 39 11
26
When you use technol-ogy/digital media during
your classes, in your opin-ion: What should be the
maximum class size?
Other
Smart
phones
Desktop co
mputer
Laptop or N
etbook
Tablet
s
Digital
Blackb
oard0
102030405060
1
1930 33
3948
What digital devices would you like to use for
teaching?
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ICT for teaching and learning
I have no time to consider the use of educational
games.8%
I have never used digital games for teaching but I
would like to do so.54%
I have never used digital games for teaching but I
am planning to do so.4%
I have already used edu-cational games for teach-
ing.35%
Have you ever used digital games for teaching?
29
30
About those who have never used educational games for teaching
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About those who have never used educational games for teaching
0
10
20
30
2 3 511
21 24
Which of the following statements apply to your situ-ation?
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About those who have used educational games for learning
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About those who have used educational games for learning
The games I use cover the curriculum
The games I use are being offered by my institution
The games I use were freely available
00.5
11.5
22.5
33.5
44.5
5
2.5
3.5
4.3
Which of the following statements reflects your ex-perience with digital games?
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About those who have used educational games for learning
0
4
8
12
0 1 2 2 3 3 4 5 6
11
What kind of challenges did you face when using games for teaching?
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About those who have used educational games for learning
be insta
lled by t
he students
not require
insta
llation
be insta
lled by t
he insti
tution
be insta
lled by t
he teach
er02468
10
0
67
9
In order to be used in the classroom, a game should
Game co
nsoles
Smart
phones
Tablets
Other
Online ga
mes
Desktop co
mputer02468
101214
1 2
5 5
10
13
What game platforms are you using at work?
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Mobile games for learning
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Mobile games for learning
Immersive Collaborative Mixed-reality Location-based Augmented reality
Ubiquitous / Pervasive
Role-based 0
0.2
0.4
0.6
0.8
1
1.2
0 0 0
1 1 1 1
Which of the following terms characterize the game(s) you used?
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Mobile games for learning
Increase of knowledge gain The devices are available anyway
High motivational potential Both (motivational aspects and knowledge gain)
0
0.2
0.4
0.6
0.8
1
1.2
0 0
1 1
Why do or did you use mobile games for learning?
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Mobile games for learning
Arts (media) Information Technology Languages Mathematics Technology0
0.5
1
1.5
2
2.5
1 1 1 1
2
What topics do or did you teach using mobile learning games?
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Motivational and pedagogical support
41
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
1015202530
0 1
2125
7
Using educational games as part of teaching prac-
tices can improve stu-dents' attendance
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
0
10
20
30
0 2
11
29
12
Instructors should include more Game-Based Learn-
ing activities in their teach-ing
42
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
10152025
47
1821
4
Games are a change. I use them to give pupils a
break from daily (learning) routine
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
101520253035
0 14
33
16
I think that educational games can improve motor
skills
43
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
1015202530
0 2
11
27
14
I think that educational games can improve spatial
awareness
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
048
121620
0
5
1619
14
I think that educational games can improve col-
laborative skills
44
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
101520253035
0 0
8
29
17
I think that educational games can improve prob-
lem-solving skills
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
101520253035
0 17
32
14
I think that educational games can improve logical
skills
45
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
10152025
0 1
17
23
13
I think that educational games can improve crit -
ical-thinking skills
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
05
1015202530
0 2 1
2724
I think that educational games can improve ICT
skills
46
Motivational and pedagogical support
strongly
disagre
e
disagre
e
do not know
agree
trongly
agree
0
10
20
30
4 4
29
10 7
The use of educational games in my classes has had a noticeable positive impact on students' mo-
tivation
strongly
disagre
e
disagre
e
do not know
agree
strongly
agree
0
10
20
30
4 3
30
134
The use of educational games in my classes has had a noticeable positive
impact on students' achievement
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Challenges
• No time to consider using games• Afraid to try something new…
…go with what is safe and familiar• Overly complicated rules…
…difficult to see any clear pedagogical benefit
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How teachers feel…
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Challenges
• Continual Professional Development (CPD) does not explore the use of games as a learning strategy
• Learning should be learner-centred• Move away from rigidly defined courses
Use games as an additional resource
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Challenges
• Technology is to a large degree under utilized for education.Lack of direct fundingInconsistent use
• Lack of a clear guideline to adopt GBL for vocational education
• Need for an integrated approach to provision of VET in Ireland
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Food for thought…
Accessibility
Resources
Teachers need time to test and trial GBL!
Teachers need access to resources,
anywhere, anytime!
Resources must be centralised!
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Useful Links
• Links worth checking out:http://etuitionnetwork.ning.com/http://www.fit.ie/ http://www.engagelearning.eu/teachers
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Thanks for Listening
• Email: [email protected] or [email protected] • www.gbl-research.com • @gblresearch or @brendecimus
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References• Bixler, B. (2005). Motivation and its relationship to the design of
educational games. Paper presented at the New Media Consortium (NMC) Online Conference on Educational Gaming, Internet.
• Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
• Prensky, M. (2002) What Kids Learn That’s POSITIVE from Playing Video Games.
• Sardone, N. B., & Devlin-Scherer, R. (2009). Teacher Candidates' Views of Digital Games as Learning Devices. Issues In Teacher Education, 18(2), 47-67.
• Spotlight on VET, Ireland. http://www.cedefop.europa.eu