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Games in the Classroom: How They CAN Work Laz Allen Product Manager

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Software platform, tools and management system for Games-Based Learning solutions ... Encourage my team mates more. Communicate better to help my team mates ... – PowerPoint PPT presentation

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Title: Games in the Classroom: How They CAN Work Laz Allen Product Manager


1
Games in the Classroom How They CAN WorkLaz
AllenProduct Manager Operations Director,
TPLDMassively Multi-Learner 2007
2
Agenda
  • Introductions
  • Challenge
  • Solution
  • Example

3
TPLD
  • World-leading technology capability
  • Software platform, tools and management system
    for Games-Based Learning solutions
  • Products are the GBL solutions (serious games)
    built on the platform with the tools
  • Capability of platform, management system and
    tools is showcased by products

4
What TPLD Deliver
  • GBL products and services
  • Software Developers Kit (SDK) which includes a
    set of software tools, libraries and
    documentation
  • Enables the rapid development of bespoke GBL
    applications.
  • Dedicated system that manages the complete
    lifecycle of the GBL learning program
  • Real-time facilitation by non technical
    facilitators
  • Capability to assess individuals and teams

5
Product Portfolio
Released March 22nd 2007
6
EduteamsTM
  • Eduteams is an immersive team-based software
    package, built to ensure effective development of
    core and enterprise skills for young people
  • Supports a range of national initiatives
  • Curriculum Online
  • Scottish National Priorities and Curriculum for
    Excellence
  • Attainment
  • Inclusion
  • Citizenship
  • Learning for Life
  • CPD
  • Community Scotland Priorities
  • Back to work
  • NEET Initiative

7
Infiniteams - Soft Skills
  • Infiniteams can be used for
  • Team Building
  • Team/Individual Assessment
  • Leadership training
  • Dysfunctional Teams
  • Learning areas
  • Problem Solving
  • Communications
  • Collaboration
  • Logical Thinking
  • Decision Making
  • Trust
  • Leadership

8
The Challenge
9
A Matter of Wiring
10
Familiarity
  • Teachers
  • Strangers in a child's world
  • Digital Immigrants
  • The Consumers
  • Not Happy
  • Disengaged
  • Many leaving school without qualifications
  • Performance is lacking
  • especially for boys.

11
Teachers Role
  • What is my role?
  • Sage on Stage or Guide on the side
  • Approach
  • Crowd control or free exploration
  • More interaction with the pupils
  • BUT they still have the same pressures as always!

12
Past Failures of Learning Technology
  • Lack of real fun dancing bananas
  • Technical issues bugs/high specs etc
  • COTS - No learning framework use this game and
    learning will be fun and kids will learn more!
  • Take too long before you learn anything past the
    game play, LearningTime Ratio
  • Just not practical

13
The limitations
  • The classroom is not a natural gaming
    environment, but the people in the classroom are
    gamers
  • Lack of PCs and technology
  • Attitude of the system games do not belong in
    this environment
  • Time and curriculum restraints
  • Tech Savvy pupils and Digital Immigrants

14
Needs
  • The needs of learners
  • Decisions
  • Autonomy and Responsibility and confidence
  • Information not patronised
  • Learn in a way that is good for them (as opposed
    to easy for the teacher)
  • The needs of School
  • Get results more funding
  • Meet the curriculum
  • Satisfy Stakeholders
  • Produce effective learners
  • Good contributors to society

15
Summary
  • The challenge is
  • Familiarity
  • Changing Role of the Teacher
  • The Environment
  • The Many Limitations
  • The Contradicting, but valid, Needs

16
The Solution(the TPLD solution anyway!)
17
What is an appropriate Framework?
  • Easy to pick up and play
  • Fits with the curriculum
  • Fits into lesson time
  • Comes pre-packaged with a learning framework
  • Coupled with assessment

18
Design
  • It has to appeal to the user group
  • It doesnt have to match up to the commercial
    games, bad 3d graphics are more likely to turn
    players off than good 2d graphics.
  • Has to fit within the constraints of the
    classroom
  • Compliment and work with other mediums in use
  • Learning has to be integral to the design they
    should not be separate elements

19
The Design Balance
Learning Theory
You enjoy playing the game but remember
non-relevant information
Well Structured e-learning
Subject Matter
Gameplay
Poorly Structured e-Learning
A Game
Bad GBL / Edutainment
20
Methodology Approach
  • Activities around the game reflection debrief
  • Structured lessons
  • Good Training for the teacher
  • Basic understanding of the game
  • Differences between these games and commercial
    games disperse the fear
  • How to use the surround materials
  • What support is available to them
  • Context for learning
  • Expand the experience past the game
  • Use video cameras, other web2 technologies,
    presentations, posters etc
  • Work Experience

21
Assessment
  • Logging
  • Interpretation
  • Skills set identification
  • Used by a teacher
  • Used by other pupils peer assessment

22
Summary of Solution
  • Framework
  • Design
  • Implementation
  • Assessment

23
The First Example
24
Intro to Eduteams
  • Play Video

25
What does Eduteams mean to
  • Teachers
  • Motivated and engaged learners
  • Auditable chat log
  • Personal and Team Assessment
  • Highlights issues within the classroom bullying,
    depression, stress
  • Pupils
  • Find learning fun and motivated
  • Reduce social boundaries
  • Increase Idea production
  • Parents
  • Pupils will learn vital skills that will help
    them gain skills for life

26
Students - What I Liked Best
  • Playing games and working as a team
  • A good alternative to other methods
  • Being in groups with my friends and it was a
    challenge
  • That we all had to work together to complete the
    games
  • I enjoyed concentrating!

27
Students - What Would/Should I Do Differently
  • Make sure we all listen to each other and use the
    best strategy
  • Listen to the people I am playing with
  • Encourage my team mates more
  • Communicate better to help my team mates
  • Be more considerate and listen to my friends
    suggestions

28
The Second Example
29
Infiniteams
30
UAD Case Study
  • Induction
  • Mix them up
  • Real World
  • Personal Discovery
  • Courses Computing, Web Design, Social and Health
    Science

31
Feedback from UAD
  • Communication Skills Improved
  • Planning/Problem Solving Skills
  • Exiting the Comfort Zone
  • Relevant to the Students
  • Gave the students a basic intro to Teambuilding
  • Better than the previous years content!

32
Commercial Break
  • University Packages
  • RD Package
  • 500 per year
  • RD First Year Cohort Integration Package
  • 750 per year

33
Conclusion
34
Summary
  • The problem can be solved by considering each of
    the solutions
  • The Design (How you make the game)
  • The Assessment (what playersand stakeholders get
    out of the game)
  • The Implementation (how will the teacher use the
    game)

35
Understand The Barriers
  • Teacher/Tutor Acceptance
  • Controversy - subsiding
  • Student Acceptance
  • Real Results are required (whether we like it or
    not)
  • Funding development and sales
  • Understanding the power of games, as tools and
    contexts

36
Lessons Learned
  • Not a baby sitter its not all about the game
  • Good design grounded in thorough research
  • Teacher/Tutor buy in
  • Couple with Traditional Techniques and Other
    Mediums
  • Tie in closely with curriculum Must have and
    show a value
  • Must be fun and suit the audience
  • Interaction reflection, grounding in real life

37
  • Thank You, Questions?
  • laz_at_tpld.net
  • www.eduteams.com
  • www.tpld.net
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