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Metaphors of learning and (computer) gaming
P. Robert-Jan Simons
the Netherlands School of Educational Management
(NSO)
&
Utrecht University
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We wanted to device a system that escapes from problems of learning
styles research: – Overlapping patterns instead of styles
– Educational + noneducational – Individual and social– Deliberate and spontaneous learning– Without learning cycles– Related to prevailing learning theories
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Sfard
objective facts,
transmission,
knowledge,
from experts,
research based,
explicit learning,
from theory to practice
dialogue,
with others,
enculturation,
collaboration,
discourse,
conversation,
in practice
Acquisition metaphor Participation metaphor
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Paavola, Lipponen & Hakkarainen: in need of a 3rd metaphor
Dynamic knowledge creation / newnessMediating elements to the process of knowledge
creationLearning is fundamentally socialYet individuals play important rolesTacit knowledge is an essential resourceFocus on modelling, theory, symbols and risk-
taking, uncertainty
Discovery metaphor:Meaning, deep understanding, inspiration, design
based learning, critical reflection, innovation, creation
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Two more metaphors from practice and theory:
role models,
imitation,
best-practice,
real-life,
pressure,
competition
safe experimentation,
deliberate practice,
skill training,
explicit learning,
role-playing
games
Observation / imitation Practicing
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15 components:
• situations in which one learns
• relations with others• dealing with mistakes• the role of emotions• acquiring knowledge• guidance preferences• allergies for ways of
learning of others• preferences in training
• who determines learning
• how to organize learning
• what is annoying in learning
• what makes you think
• reaction to unknown situations
• what is knowledge
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Example 2: Allergies
• Boredom• People who withdraw from collaboration• Lack of knowledge• Acting without feeling competent• Lack of room for initiatives
Learning metaphors
• Defining patterns of learning preferences
• Describing patterns in learning environments
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Overlapobservation / imitation
participation the need for others
observation / imitation
acquisition focus on goals, results
observation / imitation
exercising respecting experience
observation / imitation
discovery learning in the real world
participation acquisition avoiding mistakes
participation exercising safety and trust
participation discovery meaning construction
acquisition exercising explicit focus on learning
acquisition discovery focus on content
exercising discovery focus on personal growth
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Differencesobservation / imitation
participation observing versus participating
observation / imitation
acquisition experience or expertise
observation / imitation
exercising tension versus safety
observation / imitation
discovery what works versus what’s new
participation acquisition proces versus content
participation exercising collective learning versus learning with others
participation discovery collective meaning versus personal meaning
acquisition exercising knowledge versus experience
acquisition discovery objectivity versus subjectivity of knowledge
exercising discovery guided versus self-directed
Games (Leemkuil, de Jong & Ootes (2000):
1. Players have to reach certain goals. Sometimes they choose goals themselves; sometimes the game determines the goals.
2. There is competition with other players or a computer;sometimes players try to improve their own previous results.
3. There are rules and barriers.
4. There is a context that makes the game realistic or attractive and contributes to motivation. These contexts refer to a story, realistic developments/impediments, division of roles, or availability of information.
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Are all necessary to make it a game?
• Goals, competition, rules, & context?
• Blurred boundaries with cases and simulations
• Perhaps not all equally important?
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4 categories of games
• entertainment games,
• multiplayer online games,
• serious games – epistemic games
• designing a game
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Mallone (1981):
4 characteristics of motivating entertainment games
•challenge,
•fantasy,
•player control
•curiosity
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Judy Herz: online multiplayer games
5 main principles:
1.constructive learning,
2.participatory design,
3.acknowledgement of contributions,
4.peer acknowledgement
5.group identity.
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Serious games
• raise awareness,
• instruct a new generation of good citizens,
• create new business models,
• train military personnel,
• educate students
• model surgery for doctors.
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Example
• Frequency 1550
• How was Amsterdam in 1550
• Using gps, gsm and video
• Teams of children discovering the city
• Competition between teams
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Epistemic games
• Simulation of a profession such as journalism or engineering
• Using the tools of the profession
• Solving real life but simulated professional problems
• Learning the ways of thinking of this professions: epistemic frames
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Designing a game
• boys and girls enjoy making games for learning.
• does not require expensive technologies to provide learners with the opportunities – to develop their programming skills and– to design rich and interesting gameworlds and
characters.
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Conclusions
• All learning metaphors show up in a kind of game.
• Some kinds of games can trigger all kinds of learning depending on the way they are designed.
• Other kinds of games are more closely related to one or 2 of the metaphors.
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