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Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

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with Craig Despard
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http://www.flickr.com/photos/almarams/3902611177/ You can discover more about a person in an hour of play than in a year of conversati on.. Let’s play the value of game-based learning in Academic Development Chrissi Nerantzi & Craig Despard University of Salford 16 November 12, 17 th Annual SEDA Conference
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Page 1: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

http://www.flickr.com/photos/almarams/3902611177/

You can discover more about a person

in an hour of play than in a

year of conversation..

Let’s play the value of game-based learning in Academic Development

Chrissi Nerantzi & Craig DespardUniversity of Salford

16 November 12, 17th Annual SEDA Conference

Page 2: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Intended learning outcomes

• Explore the benefits and challenges of game-based learning within Academic Development

• Discuss the game-based learning approach used within the LTHE module of the PGCAP Programme

• Identify opportunities for game-based learning within PgCert programmes and other Academic Development activities

Page 3: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Let’s play the “Making Game” (20 min)

• Triads (or more depending on numbers)

• Get your smartphones/tablets out!

• Think outside-the-box• Use the resources

bank!• Play, create, share,

capture, reflect

Page 4: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Game instructionsStage 1 (10min): Work in triads to come up with a creative intervention based on the following scenario. Use the resource bank provided. Capture your idea using a smartphone (feel free to use audio, video and still images).

As a facilitator: “I found the induction with a new class the hardest. Too much silence and students find it hard to start talking to each other. I am usually asking them questions and encourage them to talk to each other but nothing seems to work that well and I feel uncomfortable too. I end up doing most of the talking and my students just sit there and listen... It doesn’t feel right and I would love to find a way to create a fun induction that will enable the students to get to know each other and feel more relaxed about the module. Any ideas?”

Stage 2 (10min): Share your creative intervention in 1min presentations and award points for each idea. (Max points 3 for your favourite idea) The triad that collects the most points is the winner of the game and will receive a prizeDelegates will be asked to record each other’s presentations using a smartphone.

Page 5: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Reflect

How did this feel? Share your reflections and

observations on a post-it note and swap with

other delegates.

Page 6: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

“Sell your bargains” an alternative reality game

Page 7: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

alternative reality games in Higher Education

Dr Nicola WhittonResearch Fellow, Education and Social Research Institute, Manchester Metropolitan University

Blog: http://playthinklearn.net/Twitter: @nicwhitton

“The rationale behind the use of alternative reality games is that the use of problem-based, experiential and collaborative activities in alternative reality games makes them ideally suited to teaching in higher education; particularly as they enable players to become involved in both playing and shaping the narrative as it emerges.” (Whitton, 2010, 87)

Page 8: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

• Stage 1: Select – Threshold concept (authentic problem (individual task)

• Stage 2: Share and discuss problem, Invest – creative intervention (collaborative task)

• Stage 3: Surprise – test in practice, Case study (individual task (public voting)

“Sell your bargains” game

Page 9: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

So, what happens?

“It was so much fun I think I forgot I was learning, but then maybe that was the point!”

http://rebeccajacksonpgcap.wordpress.com/sell-your-bargains/

Video set http://www.youtube.com/playlist?list=PL344DE3772E336242

Page 10: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

combo approach

BYOD &

“no” tech

Page 11: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

• fun and enjoyable experience• learning through play (not experienced before)• playing with colleagues from other disciplines• partnering• using different learning spaces• freedom despite structure• thinking outside-the-box• experimenting with digital tools (own devices

and freely available online platforms)• reflect on own practice and think about

introducing game-based learning with own students

benefits

Page 12: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Introducing game-based learning in own practice: “Although the chocolate makes the game fun, I’m hopeful that the game environment will enhance the learning experience by encouraging students’ creativity.

Instead of me showing them slides with lists of news values and endless examples, they’re going to have to find their own way through that complex concept through playing the game. “

PGCAP student

Page 13: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

• Complexity of the game• One game organiser• Available digital

technologies• Physical location to

showcase ideas• Uploading video clips• Time required to fully

engage in all 3 Stages• Open voting

challenges

Page 14: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

possible solutions• More facilitators (1 per

10 players)• Tablets for the game• Support (initial staff

development)• Scaffolding Stage 3

(case study template) and link to assessment

• Further dissemination (institutional repository, CPD session, publications)

• Use further channels to promote the game and play with other groups beyond the PGCAP

• seeks sponsors

Page 15: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Horizon Report Higher Ed 20122012 “Game-based learning has grown in recent years as research continues to demonstrate its effectiveness for learning. Games for education span the range from single-player or small-group card and board games all the way to massively multiplayer online games and alternate reality games. Those at the first end of the spectrum are easy to integrate into the curriculum, and have long been an option in many higher education institutions; but the greatest potential of games for learning lies in their ability to foster collaboration and engage students deeply in the process of learning. Once educational gaming providers can match the volume and quality of their consumer-driven counterparts, games will garner more attention.”

Horizon Report 2012, Game-Based Learning (Adoption 2-3 years)

Page 16: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

Discussion

How can games be used more (effectively) within Academic

Development provision including PGCAP and

similar accredited programmes?

Page 17: Lets play, game-based learning in Academic Development, 17 SEDA Conference workshop

References

Gauntlett, D (2011) Making is connecting. The social meaning of creativity, from DIY and knitting to YouTube and Web 2.0, Cambridge: Polity Press.

Nerantzi, C (in print) “Sell your bargains” Playing a mixed-reality game with academics to spice-up teaching in HE, Cases on Digital Game-Based Learning: Methods, Models and Strategies, to be published by IGI Global (http://www.igi-global.com) in 2012.

NMC Horizon Report (2012) Higher Education Edition, available at http://www.nmc.org/pdf/2012-horizon-report-HE.pdf

Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher Education, open and flexible learning series, Oxon: Routledge.


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