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Madrid, 2009
                                                             ,
When Are Games Good for Learning and Teaching? 
                 Examples and Explorations
       Pilar Lacasa. University of Alcalá. Spain
       AERA 2010. SIG‐Media, Culture, and Curriculum
                    Denver, Sat, May 1 
Elisabeth R. Hayes et al

                                           Children as 
                                           designers
Elizabeth M. 
                                     Robert J. Torres 
King et al.
 i       l




         People                       Tools
         Girls?                   What games?

     Karla Hamlen                Kylie A. Peppler
                                      et al. 
D.M. Grethen, 2007
                                              r        0
An Expanded Conception of Game Media Literacy
•   Games as
                                                                             •   Designed objects
                                                                             •   Cultural & Social 
                                         r.com/



                                                                                 significance
                ill Crocke www.willcrocker




                                                                              • Related to cognitive, 
                                                                                 attitudinal, & 
                                                                                 performances outcomes
                                                                         •   Theoretical models:
                                                                               h    ti l     d l
                                                                              •   Different levels of 
                                                                                 activity in the face of 
                         er




                                                                                 the game
                                                                                 th  


                                                                         Questions:
       apher:  Wi




                                                                         •   Same theoretical models 
                                                                             for all the games? 
Photogra




                                                                         •   What about context? For 
                                                                             example, augmented 
                                                                             reality, online gaming
                                                                             reality  online gaming

                                                  An Expanded Conception of Game Media Literacy
After‐School Online Program for Adolescent 
 Boys Leveraging Online Games for Literacy
•   MMOs are important “Third     • Questions
    places” for informal             •   Games literacies, much
    learning.
           g                             more than problem
     • Games are both                    solving, looking for
       technologies and                  information? NOT JUST 
       communities of practice           COGNITION?
     • The case of Dumptruck: 
       he founds school to be        •   For example: What about
       “extremely boring”
        extremely boring                 MMOs & civic
                                         MMO &  i i engagement?t?
     • Games & cognitive
       habilities

    After‐School Online Program for Adolescent Boys Leveraging 
                     Online Games for Literacy
Madrid 2009
     d,




                      The Gender Gap In Technology: 
              Re‐examining Gender Differences in Video Game Play
“This study focuses on the amount of time children spend 
playing video games and how good children feel they are at the 
 l i   id            d h       d  hild    f l th         t th  
                         video games”

TIME PEOPLE SPENDS PLAYING         HOW GOOD THEY THINK THEY ARE

Questions:
•   What about future researchs?
     • Games as social practices
     • Much more than playing “Hanna Montana”?
                      p y g
                 The Gender Gap In Technology: 
         Re‐examining Gender Differences in Video Game Play
The Nirvana Effect: 
Tapping Rhythmic Video Games to Leverage Learning and Motivation
“New representations of music (e.g.video games, composition 
software) can provide a third space in which learning musical
                   concepts can take place.
                   concepts can take place.”

                      The role of motivation


Questions:
   •   Much more than learning music?
        • Social participation
        • The role of the teacher

                     The Nirvana Effect: 
Tapping Rhythmic Video Games to Leverage Learning and Motivation
Learning Complexity in Situ: Urban Middle Schoolers Show Understanding of 
Systems Thinking as a Result of Playing and Designing Games Within an Immersive 
                   Online Platform Called Gamestar Mechanic
•     Gamestar Mechanic                     • Questions
       •   Game design community 
                    g          y                 •   Children & Young People
           space for multiple                        as Designers
           players                                    • How to support the
       •   Instantiating a learning                     teachers?
           domain mediated by a                       • How to combine with
           video game designed may                      other tools?
           serve to facilitate the 
           development of systems 
           thinking skills. 
       Learning Complexity in Situ: Urban Middle Schoolers Show Understanding of 
    Systems Thinking as a Result of Playing and Designing Games Within an Immersive 
                       Online Platform Called Gamestar Mechanic
s/154/
                                        ttp://www.davidzwirner.com/exhibitions
                                       January 13, 2008. The New York Times
                                                           e
                                       ht
The Ritual of Chess, a Decoder of Life.  
             DOROTHY SPEARS
   “This is a text about the world …”
Thanks!
       Th k !
       p.lacasa@uah.es
http://uah‐gipi.org/index.php

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Games for Learning and Teaching

  • 1. Madrid, 2009 , When Are Games Good for Learning and Teaching?  Examples and Explorations Pilar Lacasa. University of Alcalá. Spain AERA 2010. SIG‐Media, Culture, and Curriculum Denver, Sat, May 1 
  • 2. Elisabeth R. Hayes et al Children as  designers Elizabeth M.  Robert J. Torres  King et al. i l People Tools Girls? What games? Karla Hamlen Kylie A. Peppler et al. 
  • 3. D.M. Grethen, 2007 r 0 An Expanded Conception of Game Media Literacy
  • 4. Games as • Designed objects • Cultural & Social  r.com/ significance ill Crocke www.willcrocker • Related to cognitive,  attitudinal, &  performances outcomes • Theoretical models: h ti l d l • Different levels of  activity in the face of  er the game th   Questions: apher:  Wi • Same theoretical models  for all the games?  Photogra • What about context? For  example, augmented  reality, online gaming reality  online gaming An Expanded Conception of Game Media Literacy
  • 6. MMOs are important “Third • Questions places” for informal  • Games literacies, much learning. g more than problem • Games are both solving, looking for technologies and  information? NOT JUST  communities of practice COGNITION? • The case of Dumptruck:  he founds school to be • For example: What about “extremely boring” extremely boring MMOs & civic MMO &  i i engagement?t? • Games & cognitive habilities After‐School Online Program for Adolescent Boys Leveraging  Online Games for Literacy
  • 7. Madrid 2009 d, The Gender Gap In Technology:  Re‐examining Gender Differences in Video Game Play
  • 8. “This study focuses on the amount of time children spend  playing video games and how good children feel they are at the  l i   id     d h   d  hild  f l th     t th   video games” TIME PEOPLE SPENDS PLAYING         HOW GOOD THEY THINK THEY ARE Questions: • What about future researchs? • Games as social practices • Much more than playing “Hanna Montana”? p y g The Gender Gap In Technology:  Re‐examining Gender Differences in Video Game Play
  • 10. “New representations of music (e.g.video games, composition  software) can provide a third space in which learning musical concepts can take place. concepts can take place.” The role of motivation Questions: • Much more than learning music? • Social participation • The role of the teacher The Nirvana Effect:  Tapping Rhythmic Video Games to Leverage Learning and Motivation
  • 12. Gamestar Mechanic • Questions • Game design community  g y • Children & Young People space for multiple  as Designers players • How to support the • Instantiating a learning  teachers? domain mediated by a  • How to combine with video game designed may  other tools? serve to facilitate the  development of systems  thinking skills.  Learning Complexity in Situ: Urban Middle Schoolers Show Understanding of  Systems Thinking as a Result of Playing and Designing Games Within an Immersive  Online Platform Called Gamestar Mechanic
  • 13. s/154/ ttp://www.davidzwirner.com/exhibitions January 13, 2008. The New York Times e ht The Ritual of Chess, a Decoder of Life.   DOROTHY SPEARS “This is a text about the world …”
  • 14. Thanks! Th k ! p.lacasa@uah.es http://uah‐gipi.org/index.php