Supporting teachers in the process of adoption of game based learning pedagogy. Paper presented of the meeting (original) (raw)

2013 - Supporting Teachers in the Process of Adoption of Game Based Learning Pedagogy. Emin, V., Ney, M. , Proceedings of ECGBL Conference 2013, ACPI, Porto, Portugal, October 2013.

European Conference on Games-Based Learning, Porto : Portugal (2013)

In an attempt to address the difficulty to integrate Game-Based Learning (GBL) in the teaching practices, this paper proposes a model for the process of teachers' adoption of games, based on a first research work which led to a structured question matrix designed to foster teacher reflection on key issues that arise during this process. We focus on formal education and consider not only digital (educational) games but also other game-like activities such as role-plays and simulations. In tackling the matter of adoption, this paper addresses a key issue: How does the adoption process unfold when teachers introduce games in their classes for the first time? To answer this question, Roger's "Diffusion of Innovations" theory was used as the conceptual framework for analysing a case study. The case study took place in France with a group of six high school teachers who introduced three different games, in teams of two. We also provide different tools to support the adoption process: resources, activities, questionnaires, pedagogical scenario, patterns of activities and scenarios. Our efforts to support teachers' adoption and use of GBL are not designed to offer a one-size-fits-all solution. Rather, they are aimed at providing tools to foster reflection and facilitate the adoption process. It is hoped that this work will help overcome some teachers' resistance to GBL, and this will be the subject of further verification.

Game-Based Learning Research at the Danube University Krems’ Center for Applied Game Studies

Rediscovering Heritage Through Technology, 2020

, has conducted game-based learning research. Guided by the pragmatic aim to enable classroom integration of game-based learning on a broad scale, this research has centered on the development of a gbl-toolkit for (and in cooperation with) teachers, enabling them to use game-based learning strategies within the context of current educational practice, while at the same time expanding their own knowledge and skills as gbl-experts. Currently, the toolkit contains tools to evaluate the pedagogical potential of digital games, to plan and conduct gbl-projects, and to exchange with other teachers and form an active gbl-community. Next steps will be an educational game design tool and the first in a series of educational game editors for teachers. This chapter will present these tools and discuss lessons learned from their development. 1 Overview Since its foundation in 2006, the Danube University Krems' Center for Applied Game Studies has examined, argued for, and put to the test the pedagogical potential of digital gaming media and their value for educational practice.

EJEL Special Issue: 7 th European Conference on Game-Based Learning-ECGBL 2013 Held at Instituto Superior de Engenharia do Porto (ISEP), Porto, Portugal 3-4 October 2013 Editorial by the Guest Editors

2014

This issue of EJEL is dedicated to Game-Based Learning and, in particular, to ECGBL 2013-the 7 th European Conference on Game-Based Learning. Therefore, we would like to thank the editors of EJEL for allowing us to promote an important area of the use of technology for learning in such a relevant journal. Games are structured contexts where the player has clear objectives, with victory as the end goal. The player must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. More than simple entertainment contexts, games have been shown to promote learning and the development of personal and social skills like socialization, teamwork, leadership, decision making and collaborative learning. Therefore they have been successfully used in training, in formal education (classroom and school context) and also in non-formal education (outside the school context). The European Conference on Game-Based Learning-ECGB...

Learning, Education and Games. Volume Two: Bringing Games into Educational Contexts

This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Game-Based Learning: A Push for Introducing a C(Classroom)-MORPG

Advances in Intelligent Systems and Computing, 2021

The pandemic due to COVID-19 has had rapid and widespread effects in our global society, even asking us, educators, whether in fact we will be able to promote the development of proactive citizens, bringing back the reflection on the need for education reinvented through hypersensory and gamified strategies and resources, which does not forget the need to promote the so-called 21st century calls and the principles of education for the global and sustainable development of children. It is in this context that with this project we seek to demonstrate how the digital Role-Playing Game (RPG) can be used as a tool for (supporting) teaching and learning in different subject areas (Portuguese, English, Mathematics, Natural Sciences and History), in the contexts of the 1st and 2nd Cycles of Basic Education in Portugal. Taking into account an ethnographic approach, which combines qualitative and quantitative methodologies and data triangulation, we intend with this pilot project: a) to analyse the state of the art regarding research projects focused on gamified approaches, in particular using RPG games on teaching and learning process; b) to analyze the representations of pupils and teachers about the gamified approach and the role-playing game; c) to create a digital platform based on RPG for the recreation of the teaching and learning process, validating the didactic modules / paths for their implementation in teaching contexts; d) to analyse the impacts of using the platform, namely with regard to pupils' knowledge and resources in the different curricular contents.

Game based learning -a different perspective

Video game use in education has focused on the application of games within the existing education system and on their inherent potential for producing learning (Gee 2003). However, research has revealed a fundamental mismatch between the goals of games and the object of school-based learning . As a result, efforts to integrate games into the curriculum have frequently fallen flat despite the best intentions of teachers and the gaming industry. Such efforts have failed either because games designed to educate do not engage their intended audience, or because truly engaging games do not provide enough educational value.

Creation and Use of Game-Based Learning Material

INFuture2017: Integrating ICT in Society, 2017

Rising popularity of games and increased use of technology in schools have made game-based learning more popular in education. In this paper the advantages of game-based learning are analyzed and some research results on the effect of game-based learning are given. A pilot research on the use of educational games for motivating students was conducted on high school students and results are given. The paper also presents the author's websites which contain many custom educational games such as Tic-tac-toe, Snake, Tetris, Memory, Hangman, etc. These games were created free of charge and without any copyright restrictions using certain web services and available game codes from different websites. A number of crated games are played like traditional games they are based on but have educational content integrated into game mechanics , such as a question for every turn in the game. A number of games were created as a fun way to help students learn languages (Croatian, German, Latin) as well as the basic facts of Computer Science (recognizing parts of a computer). There are also archival games which were created in a similar way as museum games to promote archives and archivist's activities where a player can match pictures of archives to get basic information about them or solve puzzles containing the pictures of archival holdings.