Title: Games in the Classroom: How They CAN Work Laz Allen Product Manager
1Games in the Classroom How They CAN WorkLaz
AllenProduct Manager Operations Director,
TPLDMassively Multi-Learner 2007
2Agenda
- Introductions
- Challenge
- Solution
- Example
3TPLD
- 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
4What 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
5Product Portfolio
Released March 22nd 2007
6EduteamsTM
- 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
7Infiniteams - 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
8The Challenge
9A Matter of Wiring
10Familiarity
- 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.
11Teachers 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!
12Past 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
13The 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
14Needs
- 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
15Summary
- The challenge is
- Familiarity
- Changing Role of the Teacher
- The Environment
- The Many Limitations
- The Contradicting, but valid, Needs
16The Solution(the TPLD solution anyway!)
17What 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
18Design
- 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
19The 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
20Methodology 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
21Assessment
- Logging
- Interpretation
- Skills set identification
- Used by a teacher
- Used by other pupils peer assessment
22Summary of Solution
- Framework
- Design
- Implementation
- Assessment
23The First Example
24Intro to Eduteams
25What 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
26Students - 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!
27Students - 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
28The Second Example
29Infiniteams
30UAD Case Study
- Induction
- Mix them up
- Real World
- Personal Discovery
- Courses Computing, Web Design, Social and Health
Science
31Feedback 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!
32Commercial Break
- University Packages
- RD Package
- 500 per year
- RD First Year Cohort Integration Package
- 750 per year
33Conclusion
34Summary
- 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)
35Understand 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
36Lessons 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