Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN.

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Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN

Transcript of Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN.

Page 1: Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN.

Farmtasia: A Case Study of Knowledge Building Processes in Game-Based LearningBY CHERRY ROSE TAN

Page 2: Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN.

Sustained work with ideas To create new knowledge is to “discuss, interconnect,

revise, and supersede” existing ideas (Scardamalia & Bereiter, 2003)

Requires a large amount of knowledge Success requires cultural change (environment) Process needs to be sustainable to lead to innovation

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Matthew effect “The more you know, the more you can

learn” (Scardamalia & Bereiter, 2003) Inaccessibility for certain communities Gaming platforms as a way of breaking

barriers – e.g. physical, economical, social Innovation concentrated on select fields –

e.g. technology (Silicon Valley)

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Three-dimensional digital game-based learning (3D-DGBL)

Literacy-historical spaces for interacting with other players, non-player characters (NPCs), and subject content (Neville & Shelton, 2010)

Players represented by avatars Are usually role-playing games (RPGs)

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Why 3D-DGBL? Emulates real-world sites or scenarios that would be

inaccessible (Thomas, 2004) High engagement and skill delivery (Barab, Thomas, Dodge,

Carteaux, & Tuzun, 2005; Gee, 2003) Low threshold for participation

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Thesis Three-dimensional digital game-based learning (3D-DGBL)

serves as an effective platform for: Knowledge building -> innovation (sustained work with ideas) Reducing the Matthew effect

Case study: Farmtasia

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Farmtasia Created by the Centre for the Advancement of Information

Technology in Education (CAITE) Educational video game targeted towards knowledge building

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Gameplay Players act as managers to individually run farms Concepts: cultivation, horticulture, pasturage Uses real-world and random events – e.g. natural disasters,

neighbourly competition

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Purpose Goal: To create effective investment and operational strategies Winning variables: financial gain, public reputation

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Knowledge building features1. Pedagogical scaffolding

2. Situated learning

3. Communal debriefings

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1) Pedagogical scaffolding The use of interactive tools for feedback to support individual

and group contributions (Zhang, Hong, Scardamalia, Teo, & Morley, 2011)

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Constructive uses of authoritative sources

Knowledge Manual – searchable resource bank accessed independently

Wise Genie – gives tips Teacher console – analyze, prepare, and

share information Record-and-replay function

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Improvable ideas Zone of proximal development (Vygotsky) Multidisciplinary scaffolds

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2) Situated learning “Missions, tasks, and problems that are generative and open-

ended, and there is no prescribed solution” (Jong et al., 2010)

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Real ideas and authentic problems

Creating knowledge that is useful to themselves and their community

Event types: farm, market, mass-decision Farm – localized to individuals – e.g. fire

accidents, strikes Market – affects globally – e.g. price fluctuations Mass-decision – cooperation and collaboration to

succeed – e.g. building a dam

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Epistemic agency Solving problems -> empowerment

Setting goals and long-range planning High engagement

Social responsibility -> validation

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3) Communal debriefings Public blogging platform

Journal templates – scaffolds

Summative report to Mr. Lam – character whose farm is closing down

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Collective responsibility Sharing and advancing ideas as a community Achievement of broader and more global

goals – e.g. environmental sustainability

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Democratizing knowledge Public space makes ideas transparent and accessible (public objects) Transcends geographical and economic barriers

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Conclusion 3D-DGBL environments allow us:

To transform ideas into public objects -> sustainability leading to knowledge building

To remove barriers to knowledge -> reducing the Matthew effect