1. Spice Up Your Classroom With
Games
Arjana Blazic
Schoolnet SA webinar
July 17, 2013
2. … are a form of fun enjoyment and pleasure
… are a form of play intensity and passion
… have rules structure
… have goals motivation
… are interactive doing
… have interaction social groups
… are adaptive flow
… have outcomes and feedback learning
… have win states ego gratification
… have conflict/competition/challenge/opposition life and career skills
… have problem solving creativity
… have representation and story emotion
Mark Prensky: Games …
3. Games in education?
- antisocial behaviour
- youth violence
- addiction
√ motivation and engagement
√ challenge
√ authentic context
√ cross-curricular
√ 21st century skills
√ ownership of activities
√ greater responsibility
√ recognition of achievements
√ rewards
√ learning
6. use in the classroom
not very appealing
more appealing to students
large budgets
development teams
state-of –the –art technology
cost money
entertainment, not education
VS
7. Educational use of COTS games
TOOL
contexts for learnіng
well-structured
meaningful
powerful
contextual hub
hook for learning
Teacher
• learning activity designer
• facilitator
Student
• researcher
• active participant in the learning process
gamification
edutainment
22. References:
Ollie Bray: Playful Learning: Computer Games in Education
Ben Williamson, FutureLab, 2009: Computer games, schools and young people
Richard Sandford, Mary Ulicsak, Keri Facer and Tim Rudd, FutureLab: Teaching
with games
Learning and Teaching Scotland in partnership with Futurelab: The impact of
console games in the classroom: Evidence from schools in Scotland