‘Off the Shelf’ Computer Games: Some Initial Research Considerations
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Transcript of ‘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
- 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?
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
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
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
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
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
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
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
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
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
•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
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
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
Core reading for all teachers
Offer key guidance and raises important questions educators should address from the outset
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
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