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Mansureh Kebritchi, Atsusi ‘‘2c” Hirumi Computers & Education 51 (2008) 1729–1743 1.

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Presentation on theme: "Mansureh Kebritchi, Atsusi ‘‘2c” Hirumi Computers & Education 51 (2008) 1729–1743 1."— Presentation transcript:

1 Mansureh Kebritchi, Atsusi ‘‘2c” Hirumi Computers & Education 51 (2008) 1729–1743 1

2 Outline  Introduction  Methods  Results  Discussion and conclusion 2

3 Introduction  Little has been done to synthesize information on how established learning theories applied to design educational games to guide research and practice  Review literature  Contact authors of games 3

4 Methods  Cooper’s (1988) procedure for synthesizing literature (a) formulate the problem (b) collect data (c) evaluate the appropriateness of the data (d) analyze and interpret relevant data (e) organize and present the results 4

5 Methods  Problem formulation What learning theories and instructional strategies are being used to design modern educational games (2000–2007)?  Data collection Educational games developed between 2000 and 2007 Use keywords to find relevant literature ○ ‘‘game based learning,” ‘‘educational games,” ‘‘game design,” and ‘‘pedagogy” Contact game designers 5

6 Methods  Data evaluation 55 games and 50 relevant articles were found The pedagogical foundations ○ 15 games were mentioned in related documents ○ 9 games designers replied ○ 9 articles described learning theories used to design related games 6

7 Methods  Analysis and interpretation Total 24 games either published or provided information about their pedagogical foundations 4 games described unclassified pedagogical approaches 2 games, no established theories or strategies were applied 7

8 Results  The review of literature and games revealed five basic categories of instructional strategies Direct instruction Experiential learning Discovery learning Situated cognition Constructivist learning 8

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10 Results  Direct instruction Destination Math Direct Instruction Strategy ○ Orientation ○ Presentation ○ Structured practice ○ Guided practice ○ Independent practice 10

11 Results  Experiential learning theory Experience occurs as a result of interaction between human beings and the environment Equally in real or artificial environment  Five instructional strategies rooted in the concept (a) learning by doing (b) experiential (c) guided experiential (d) case-method teaching (e) experiential and inquiry-based learning 11

12 Results  Learning by doing The primary goal of Learning by doing ○ Foster skill development and the learning of factual information in the context of how it will be used BioHazard, La Jungla de Optica, Daedalus’ End (MIT) 12

13 Results  Experiential learning Defined ○ Using learner experiences to facilitate learning Instructional strategy (Kolb,1984) ○ Concrete experience ○ Reflective observation ○ Abstract conceptualization ○ Active experimentation Global Conflicts: Palestine 13

14 Results  Guided experiential learning Student-centered instructional strategies did not work effectively unless additional guidance was provided Full Spectrum Warrior, SLIM-ES3  Case-method teaching placing the student in the shoes of another Army Excellence in Leadership (AXL) 14

15 Results  Experiential learning and inquiry-based learning learners learn best if the learning process involves an inquiry instead of memorization of facts Quest Atlantis 15

16 Results  Discovery learning theory Students interact with their environment by exploring and manipulating objects, wrestling with questions and controversies, or performing experiments Students remember concepts that they discover on their own Monkey Wrench Conspiracy Gamenomics 16

17 Results  Guided-discovery and inquiry-based learning Discover Babylon provides 3-D photorealistic simulations of temple complexes that allow the user explore and discover the virtual environment 17

18 Results  Situated cognition Knowledge is situated in its context, more specifically, knowledge is a product of its context Four games are grouped into two subcategories: ○ Situated Learning in Communities of Practice ○ Cognitive Apprenticeship. 18

19 Results  Situated learning in communities of practice community of practice ○ a group of people who are engaged in common interests and activities and learn through their mutual engagement in these activities Racing Academy, Fizzees 19

20 Results  Cognitive apprenticeship knowledge is situated within authentic activities and taught through interaction with instructors simSchool, KM Quest 20

21 Results  Constructivism knowledge is built by the learner, not supplied by the teacher Two learning strategies based on constructivist principles have been identified ○ Constructionism ○ Community supported constructionist 21

22 Results  Constructionism New knowledge could be acquired more effectively if the learners were engaged in constructing products that were personally meaningful to them SuperCharged!  Community supported constructionist This approach emphasizes the importance of social aspect of learning environment Hephaestus 22

23 Results  Unclassified approaches Problem solving, role-modeling, practice, and feedback DimensionM, Global Island, Jr. Series, and Genius Series 23

24 Discussion and conclusion  This study examined the pedagogical foundations of 24 modern educational video games  8 based on experiential learning theories  17 games simulated ‘‘real world” experiences  7 of the games were based on questioning and active experimentation by learners  present learners with authentic problems in realistic contexts that facilitate inquiry and exploration 24

25 Discussion and conclusion  17 games with explicit pedagogical foundations used learner-centered approaches  games with learner-centered approaches are more effective and attractive to learners  teams designing two or more games favored the use of certain strategies MIT used Learning-by-Doing and constructivist strategies 25

26 Discussion and conclusion  To enhance game-based learning over time, it is vital for game developers to ground their designs on established learning and instructional theories and report how related instructional events and experiences are integrated with game play so researchers can begin manipulating key variables and determine what factors have the greatest effect on learner motivation and achievement and other developers have a clear and solid foundation for informing future designs. 26

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