‘Off the Shelf’ Computer Games: Some Initial Research Considerations

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‘Off the Shelf’ Computer Games: Some Initial Research Considerations ‘Unbox 21’: British Council Project Dr. Tim Rudd, Education Research Centre, University of Brighton

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‘Off the Shelf’ Computer Games: Some Initial Research Considerations. ‘Unbox 21’: British Council Project. Dr. Tim Rudd, Education Research Centre, University of Brighton . What is a computer game?. - Multitude of types, foci, subject - Varied platforms - PowerPoint PPT Presentation

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Page 1: ‘Off the Shelf’ Computer Games: Some Initial Research Considerations

‘Off the Shelf’ Computer Games: Some Initial Research Considerations

‘Unbox 21’: British Council Project

Dr. Tim Rudd, Education Research Centre, University of Brighton

Page 2: ‘Off the Shelf’ Computer Games: Some Initial Research Considerations

- Multitude of types, foci, subject - Varied platforms

- Increasing elements of ‘user’ control, design, and collaborative and networked play

- Game like qualities in many interactive resources and tools

- Multi billion pound industry(s)

- Current trends and socio-political climate (e.g. Nesta report; emerging UK policy direction)

What is a computer game?

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Changing what it means to be educated today?

Changes in practice and pedagogy?

Increased importance of critical digital literacies

Increased emphasis on develop 21st Century skills

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COtS games in education

1 Year – 1st of kind/scale

Varied use, application & impacts

Great potential – new possibilities for pedagogy and practice

Teacher and pedagogical understanding key

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Why are games potentially powerful learning tools?

• Media rich, original, engaging content

• Dynamic and high speed

• Provides instant feedback

• Flexible and customisable – end user choice

• Collaboration and cooperation

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Why are games potentially powerful learning tools?

• High engagement – low stakes

• Ipsitive (assessment) play and challenge

• Multi-layered and multi level - varied complexity suited to ‘skills’ of user (internal individual differentiation & response)

• Discovery and exploration – self regulated

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Reported benefits

• Motivation, engagement, stimulation

• Involvement, collaboration, communication

• Co-constructed learning, shared knowledge and skills exchange

• Visual, spatial & cognitive processing

• Functional and technical skills and understanding

• Critical digital literacies, higher order thinking skills

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Reported benefits

• Creativity, problem solving and decision making

• Strategy and planning, decoding game and narrative

• Conceptual understanding, deduction and hypotheses testing

• Subject and skill specific improvements, test scores

• New pedagogies and practice, communities of interest and practice

• Technological dispositions and wider resonance

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BUT...

Techno-romantic and determinist?

Many begin & end with motivation, engagement, technical mastery

Often unreported, poorly reported or promotional

Many one offs – no sustainability or transfer or not replicable

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Direct causality of impact incredibly difficult

Multiple influential variables, Hawthorne effect, contextual milieu

Positivist, pseudo scientific approaches inappropriate

How might this influence our research approach?

Knights of Honor

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Intervention project

Action research, CPD

Iterative research and analysis

P1.‘Baseline’ a) context b) prior use, knowledge, perceptions (survey)

Initial stimulus materials /events – (logs/capture)

Visits and workshops – opening minds to new possibilities

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•Framed as action research/CPD – requirements explicit – guidance but not

prescriptive/onerous

•Develop ‘research’ questions/frame

•Research logs/diaries, broad framework – key foci, theoretical constructs

•Develop individual (cluster?) projects

•Observation, interviews, focus groups

•P3 - Post project reflections / interviews/ post ‘baseline’ perceptions

(baseline) – next steps

Phases 2 & 3

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Page 14: ‘Off the Shelf’ Computer Games: Some Initial Research Considerations

Type of game – affordances, functionality, narrative

How applied – subject, skills, objectives, time, location etc.

Changes in learning and teaching practice and structure & organisation of learning, and relationship

Impacts – to subject, skills, achievement

Incidental/unexpected changes

Changes in perceptions and attitudes

Changes in pedagogical practice, perceptions of identity

Techno-dispositions and trajectory

Some key areas for investigation

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Some theoretical considerations...

Funds of knowledge

Person plus

‘Distributed cognition’ or ‘cognitive surplus’

4C’s

Mediational means and refraction through practice

Contextualisation, decontexualisation and recontextualisation

Cultural, social and economic capitals

Sustainability – of tools, resources, learning, of knowledge into system, communities of practice and interest

Rollercoaster tycoon

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Page 17: ‘Off the Shelf’ Computer Games: Some Initial Research Considerations

Core reading for all teachers

Offer key guidance and raises important questions educators should address from the outset

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Taken for granted assumptions: Workshops?

What is a game? – what is the functionality, components

What makes good learning?

What is (e.g.) citizenship

What are 21st Century skills?

Why/how can games be better for learning aims than other resources?

Thinking = better learning discussions

Workshop techniques for innovative thinking - possibilities

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The information landscape & data flood

Socio-technological trends – 4 C’s and ‘network logic’

Institutional boundaries

Importance of geography

Working with machines

‘Digital natives’ grow up

‘Hyper’ personalisation

Trusted following

*Adapted from Futurelab’s Beyond Current Horizons Programme

Current and emerging technology trends