Challenges for Teachers: Games R us - do kids learn anything from computer games? - PowerPoint PPT Presentation

About This Presentation
Title:

Challenges for Teachers: Games R us - do kids learn anything from computer games?

Description:

cathxx_at_deakin.edu.au. Why should games matter to literacy educators? Computers and the new media are increasingly central to the lives of today's children and ... – PowerPoint PPT presentation

Number of Views:94
Avg rating:3.0/5.0
Slides: 23
Provided by: deak48
Category:

less

Transcript and Presenter's Notes

Title: Challenges for Teachers: Games R us - do kids learn anything from computer games?


1
Challenges for Teachers Games R us- do kids
learn anything from computer games?
  • ADGC 2004
  • Catherine Beavis
  • cathxx_at_deakin.edu.au

2
Why should games matter to literacy educators?
  • Computers and the new media are increasingly
    central to the lives of today's children and
    youth ... their participation in global popular
    media culture, including online culture, has
    become integrally bound up with children's and
    teenagers' affiliations, identities and pleasures
    This kind of social participation is integrally
    bound up with the ways in which symbolic meanings
    are made, negotiated and contested, and is
    therefore of central concern to literacy
    research.
  • Nixon, H.(2003) 'New research literacies for
    contemporary research into literacy and new
    media? Reading Research Quarterly 38(3)

3
Questions
  • How do games teach players so effectively?
  • What are players learning about learning?
  • What are players learning about literacy?
  • What are players learning about relationships?
  • What are players learning about the
    representation of self?
  • What are players learning about negotiation?
  • What are players learning about the way the world
    works?

4
Games as text
  • A shift from narrative to spectacle
  • A reliance on intertextual referencing
  • A remediation of older forms
  • A mix of first, second and third person forms of
    address
  • A shift from print to multimodal forms of literacy

5
(No Transcript)
6
(No Transcript)
7
(No Transcript)
8
Gees Learning Principles
  • Active Critical Learning Principle
  • All aspects of the learning environment
    (including the ways in which the semiotic domain
    is designed and presented) are set up to
    encourage active and critical, not passive
    learning
  • Design Principle
  • Learning about and coming to appreciate design
    and design principles is core to the learning
    experience

9
Gees Learning Principles
  • Semiotic Principle
  • Learning about and coming to appreciate
    interrelations within and across multiple sign
    systems (images, words, actions, symbols,
    artefacts etc) as a complex system is core to the
    learning experience
  • Semiotic Domains Principle
  • Learning involves mastering, at some level,
    semiotic domains, and being able to participate,
    at some level, in the affinity group or groups
    connected to them

10
Gees Learning Principles
  • Metalevel Thinking about Semiotic Domains
  • Learning involves active and critical
    thinking about the relationships of the semiotic
    domain being learned to other semiotic domains
  • James Gee (2003) What Video Games Have to Teach
    Us About Learning and Literacy

11
Multiplayer Games
  • Human partners/opponents
  • More challenging game play
  • Participation in a community
  • The presentation of self
  • Establishing authority
  • Maintaining relationships
  • Interpreting others
  • Regulation and boundary riding

12
Human partners/opponents
  • The difference with online games is youre
    playing against a human opponent whereas when
    youre playing against computers its not as
    challenging and can get a bit repetitive. Whereas
    online its also a novelty that you can play
    with anyone from around the world, anywhere, and
    be playing against human opponents. (Alan)

13
Human partners/opponents
  • You can work with people you cant see face to
    face. If you play online you can talk to people
    but you dont have to deal with them quite as
    much. Also theres more teamwork. With single
    player youre in control of all the characters
    and you dont have to talk to people, share, in
    as much as you know exactly where everything is.
    With multiplayer you might be in control of only
    one character, and you need to rely on other
    characters more for healing or spells or
    whatever.
  • (Anna)

14
Challenging game play
  • Firstly, the tactics they use are completely
    different. In multiplayer youre using all the
    scope and yet inventing new tactics just on the
    hop, as you go along, trying to counter what your
    enemy is doing. And in the single player versions
    theyre just doing the set something their
    attacks and responses are all pre-programmed in.
    The way they build their bases and defenses are
    pretty much pre-programmed in, so its easier to
    just get around it.
  • (Pete)

15
Participation in a community
  • What I try to do is I try to get within a group
    with people who I know are more influential and
    powerful within the gaming community than I am,
    and by getting in with them I can get in with
    others and it sort of goes on, pretty much the
    same as a new school situation.
  • (James)

16
Presentation of self
  • Youve got to have some knowledge of the game
    itself and how to play it and the tricks there,
    which is why I spend time playing with the single
    play so I know what to expect. Then I will jump
    straight in and multiplayer I think if you can
    work it so that youre playing in a way which is
    something that they your opponents enjoy doing,
    that challenges them or convinces them that
    theyre doing stuff right as well, then thats a
    way to get in with them. And, of course, if you
    can show the same type of ideals as them,
    whether it be within the game or within just
    chatting before or after the gaming sessions then
    that will also help you as well. (James)

17
Interpreting others
  • Sometimes you can tell if a persons going to be
    an easy win or not. The sort of people who are
    just like, fresh new people full of energy, but
    theyre not very good, and theyre playing it
    just for an hour. Theyll chat a whole lot to you
    and then you can sort of tell, oh yeah, its
    going to be an easy win, if theyre really
    chatty, so most people dont chat much during
    the game.
  • (Pete)

18
Maintaining relationships
  • A lot of the time that I spend when Im online is
    Im just sort of cruising around talking to
    people that I know. And by talking to those
    people I can sort of patch up the friendships
    that may have been destroyed when this guy, you
    know, didnt do something right, and so you can
    do it like that. Or, if you before the game,
    talk about what youre going to do, and how much
    you enjoyed the last nights session and what you
    think could be improved, just sort of like
    debriefing sessions. And I think that is one of
    the best things about it, because you can
    approach everything from a really tactical point
    of view and you can put into practice all of
    these strategies you thought ... Well, if I had
    someone else who was there, who was thinking the
    same thing as me, I could have done this, and
    thats one of the things that I find (James)

19
Implications for schools
  • Purpose
  • Identity
  • Practice
  • Ongoing learning
  • Situated meaning
  • Distributed knowledge
  • Developing competence
  • Discovery learning
  • Insider experience
  • Community
  • Peer culture
  • Risk taking
  • Control
  • Exploration
  • Authority
  • Real world engagement
  • Imagination
  • Flow

20
Computer Games and Curriculum
  • We need to learn from how computer games help
    young people to learn
  • We need to find ways to engage our students with
    other texts and learning that will similarly
    allow them to be immersed, challenged and
    entranced.
  • We need to find ways to incorporate multimodal
    texts such as computer game into the curriculum
    as objects of study in their own right

21
Computer games and curriculum
  • We need to recognise the social and purposeful
    dimensions of multiplayer gaming, and the ways in
    which knowledge and learning is spread and
    shared.
  • We need to recognise the fluidity of on and
    offline literacy practices in and around the game
    rather than seeing sharp divisions between on and
    off line texts and worlds.

22
Computer games and curriculum
  • We need to recognise that the literacies and
    learning entailed in playing computer games
    reside as much if not more in the practices
    surrounding the games as in any game software
    intrinsically in itself.
  • We need to recognise the deep investment in
    identity and peer culture tied up in
    participation in games playing, and seek ways to
    bring such purposeful connectedness into school
    curriculum and classroom activities
Write a Comment
User Comments (0)
About PowerShow.com