#Change11 Future of Gaming

Enjoy this

What is the educational value of gaming in learning?

In this paper of Video games and the Future of Learning, the authors conclude that:

“We need to understand how game players develop effective social practices and skills in navigating complex systems, and how those skills can support learning in other complex domains. And most of all, we need to leverage these understandings to build games that develop for players the epistemic frames of scientists, engineers, lawyers, and other valued communities of practice—as well as games that can help transform those practices for experienced.”

So, different communities or networks of practice have different ways of thinking and action.  Educators would act like educators, and learners would act like learners.  MOOCers would act like MOOCers 🙂

How would games help in building the networks and communities?  What are your online game favorites?  What criteria did you use to choose those games?

As shared in my previous posts, I am new to online game 🙂

Postscript: This presentation on gamification sounds interesting.


#Change11 Using game and technology in teaching and learning

In this video, Sue Cranmer, Principal Researcher at Futurelab and Pedagogy 3.0 Consortium Leader, explores ways for educators to foster a deeper understanding of complex scientific concepts. She discusses game development as a learning strategy, as well as opportunities to bridge the gap between technology use at home and in school.

I recalled my early days of technical teacher’s training in the mid 80s, and then again in the mid 90s where the production of videos for teaching was emphasized.  A teacher could opt to produce a video as a project, so that the video could be used for class teaching.  There were however, many videos already produced at a professional level at the time (i.e. in the mid 80s to mid 90s) and so compared to the “amateur” videos produced, it seems the self-made videos were dwarfed by the professionally made videos.  Besides, the production of a video for educational purpose requires time and significant knowledge in its pre-production planning, story writing and telling, video shooting and sound recording, post-production editing, and final release.  Isn’t it similar to the production of a movie such as Writing a Story of Ip Man 2 or Avatars (movie)?

If I were to teach a topic about arts, science, engineering, or logistics, surely the production of video would help in translating the concepts that I intend to introduce, through a story or an artifact.

There are few questions that spring into mind:

1. What skills and literacy are needed to produce such videos, games, or artifacts?

2. What resources or technology are required for those projects?

3. How would games achieve those goals set, from an educator and learner’s perspective?

I am still new to the production of online games, so more hands-on practice is necessary.  This site with games referred by Mary seems interesting.

In Designing Sims, there are 5 phases listed.

At the highest level, the Phases are:
1. Concept 2. Create 3. Code 4. Calibrate 5. Deploy

These sound useful steps in guiding through the use of online games in online courses.

Will consider exploring this further in coming posts.