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From the field
                              Introducing Serious Game Programming to
                              Teacher Education at Hamburg University
Author                          At the University of Hamburg, integrating new media into educational settings is a cen-
                                tral aspect of teacher education. The introduction of Serious Game programming to
Silke Günther, Fakultät für
Erziehungswissenschaft,         teacher education supports pre-service teachers as they familiarise themselves with
Psychologie und                 creative ways of utilising the educational potential of new media, for themselves as
Bewegungswissenschaft           well as their students.
Universität Hamburg
silke.guenther@uni-
hamburg.de                    Hamburg University, one of the largest universities in Germany, accepts about 900 pre-ser-
                              vice teachers per year. During their course of studies, they can choose to focus on courses in
                              educational science aimed at deepening their knowledge about integrating new media into
Tags
                              educational settings.
Pre-service Teacher
                              In this article, we describe a course for pre-service teachers designed to get them into touch
Education, Serious Games
                              with creating games for educational purposes while offering them various possibilities of
                              having experiences with the benefits and the possible pitfalls of new media usage in educa-
                              tion in general.

                              In the second half of 2011, twenty-seven students attended the course as a part of their regu-
                              lar coursework required for a master’s degree in teaching. Most of these students had never
                              programmed before and were introduced to programming by using the iconic programming
                              tools Alice 2.0 and Scratch. Three participants had been taught at school how to program in
                              Delphi and were encouraged to make use of their skills. The central task of the course was to
                              create a Serious Game that should either relate to the students’ subjects or to a pedagogical
                              field they had already worked in, e.g. youth work. The game was to be supplemented by the
                              structure for a lesson or an activity based on the educational possibilities of the game. A pre-
                              requisite for conducting the course was the availability of a mobile notebook center, about
                              one third of the students used their own notebooks.

                              Mostly working in groups, the students familiarized themselves with the programming tools
                              after drawing pictures of what the final ten games should look like. In addition, they were
                              introduced to the ideas behind using Serious Games in educational settings (Gee, 2007) as
                              well as basic concepts for developing and evaluating software in general, e.g. usability and
                              playability (Genvo 2008). While programming their games, the students came across a num-
                              ber of problems (Jenkins, 2002), which can be sorted into three major categories.

                              Some obstacles came up, when the students tried to grasp basic programming concepts like
                              loops or if instructions. To solve these problems, the students required little assistance and
                              usually used a try-and-error approach, which was supported by the possibility of getting im-
                              mediate feedback by playing the current version of the respective game. A lot of students
                              were successful in grasping more advanced concepts like the usage of variables. A second
                              kind of problems involved integrating visuals and audio into the games. Some students were
                              not familiar with image editing freeware like GIMP or had never used free recording software



       ing
  earn
                                                         eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu
eL ers
                       30
                         u
                    ers.e
                gpap
      .elea
            rnin                                                                                  n.º 30 • September 2012
Pap
   www




                                                                                                                          1
From the field

like Audacity. Thus, the course contributed to increasing their         needed a visual structure and it was necessary to define how to
familiarity with software they can rely on when working on new          present information, e.g. answer clues, to the learner. Besides,
media projects with their future students.                              the level of difficulty had to be adjusted to the intended play-
                                                                        ers and motivating the players became important. After testing
Another difficulty was the didactic design of the games. The
                                                                        their games with the intended gamers twice, the students could
students had to make a lot of choices not only typical of design-
                                                                        adjust their programs and handed in their final versions at the
ing games for learning, but also reflecting the difficulties of de-
                                                                        end of the semester.
signing analogue learning material, e.g. worksheets. The games
                                                                                               Figure 1 shows a hidden-object game
                                                                                               created to motivate junior students to
                                                                                               acquire and practice an understanding
                                                                                               of basic French. The game was pro-
                                                                                               grammed in Alice 2.0. and embeds the
                                                                                               search for hidden objects in a crime
                                                                                               story, mainly told in French.

                                                                                               The math game shown in Figure 2 main-
                                                                                               ly relies on motivating by giving visual
                                                                                               feedback. After choosing a number
                                                                                               range, the players get to solve a num-
                                                                                               ber of randomly created equations. The
                                                                                               game was programmed in Delphi.

                                                                                               The course was an initial attempt at in-
                                                                                               troducing Serious Game programming
                                                                                               to teacher education at Hamburg Uni-
                                                                                               versity. The results showed that pro-
                                                                                               gramming Serious Games offers a lot
                                                                                               of possibility for supporting pre-service
Figure 1:	 Hidden-Object Game for learning basic French – example of verbal motivation         teachers in acquiring the skills neces-
                                                                                                            sary for integrating new
                                                                                                            media in educational set-
                                                                                                            tings.




Figure 2:	 Game for training basic arithmetic operations within variable number ranges – example of
           visual motivation



        ing
   earn
                                                                      eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu
 eL ers
                          30
                            u
                       ers.e
                   gpap
         .elea
               rnin                                                                                         n.º 30 • September 2012
 Pap
      www




                                                                                                                                    2
From the field


References
Gee, J. P. (2007). What Video Games Have to Teach Us about
Learning and Literacy, New York: Palgrave Macmillan.

Genvo, S. (2008). Understanding Digital Playability. In Perron, B.
& Wolf, M.J. (Eds.): The Video Game Theory Reader 2, New York:
Routledge, 133-149.

Jenkins, T. (2002). On the Difficulty of Learning to Program,
retrieved August 10, 2012 from http://www.psy.gla.ac.uk/~steve/
localed/jenkins.html.




 Edition and production
 Name of the publication: eLearning Papers                             Copyrights
 ISSN: 1887-1542
                                                                       The texts published in this journal, unless otherwise indicated, are subject
 Publisher: elearningeuropa.info
                                                                       to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks
 Edited by: P.A.U. Education, S.L.                                     3.0 Unported licence. They may be copied, distributed and broadcast pro-
 Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain)           vided that the author and the e-journal that publishes them, eLearning
 Phone: +34 933 670 400                                                Papers, are cited. Commercial use and derivative works are not permitted.
 Email: editorial@elearningeuropa.info                                 The full licence can be consulted on http://creativecommons.org/licens-
 Internet: www.elearningpapers.eu                                      es/by-nc-nd/3.0/




       ing
  earn
                                                                     eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu
eL ers
                        30
                          u
                     ers.e
                 gpap
       .elea
             rnin                                                                                                    n.º 30 • September 2012
Pap
    www




                                                                                                                                                  3

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Introducing Serious Game Programming to Teacher Education at Hamburg University

  • 1. From the field Introducing Serious Game Programming to Teacher Education at Hamburg University Author At the University of Hamburg, integrating new media into educational settings is a cen- tral aspect of teacher education. The introduction of Serious Game programming to Silke Günther, Fakultät für Erziehungswissenschaft, teacher education supports pre-service teachers as they familiarise themselves with Psychologie und creative ways of utilising the educational potential of new media, for themselves as Bewegungswissenschaft well as their students. Universität Hamburg silke.guenther@uni- hamburg.de Hamburg University, one of the largest universities in Germany, accepts about 900 pre-ser- vice teachers per year. During their course of studies, they can choose to focus on courses in educational science aimed at deepening their knowledge about integrating new media into Tags educational settings. Pre-service Teacher In this article, we describe a course for pre-service teachers designed to get them into touch Education, Serious Games with creating games for educational purposes while offering them various possibilities of having experiences with the benefits and the possible pitfalls of new media usage in educa- tion in general. In the second half of 2011, twenty-seven students attended the course as a part of their regu- lar coursework required for a master’s degree in teaching. Most of these students had never programmed before and were introduced to programming by using the iconic programming tools Alice 2.0 and Scratch. Three participants had been taught at school how to program in Delphi and were encouraged to make use of their skills. The central task of the course was to create a Serious Game that should either relate to the students’ subjects or to a pedagogical field they had already worked in, e.g. youth work. The game was to be supplemented by the structure for a lesson or an activity based on the educational possibilities of the game. A pre- requisite for conducting the course was the availability of a mobile notebook center, about one third of the students used their own notebooks. Mostly working in groups, the students familiarized themselves with the programming tools after drawing pictures of what the final ten games should look like. In addition, they were introduced to the ideas behind using Serious Games in educational settings (Gee, 2007) as well as basic concepts for developing and evaluating software in general, e.g. usability and playability (Genvo 2008). While programming their games, the students came across a num- ber of problems (Jenkins, 2002), which can be sorted into three major categories. Some obstacles came up, when the students tried to grasp basic programming concepts like loops or if instructions. To solve these problems, the students required little assistance and usually used a try-and-error approach, which was supported by the possibility of getting im- mediate feedback by playing the current version of the respective game. A lot of students were successful in grasping more advanced concepts like the usage of variables. A second kind of problems involved integrating visuals and audio into the games. Some students were not familiar with image editing freeware like GIMP or had never used free recording software ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 30 u ers.e gpap .elea rnin n.º 30 • September 2012 Pap www 1
  • 2. From the field like Audacity. Thus, the course contributed to increasing their needed a visual structure and it was necessary to define how to familiarity with software they can rely on when working on new present information, e.g. answer clues, to the learner. Besides, media projects with their future students. the level of difficulty had to be adjusted to the intended play- ers and motivating the players became important. After testing Another difficulty was the didactic design of the games. The their games with the intended gamers twice, the students could students had to make a lot of choices not only typical of design- adjust their programs and handed in their final versions at the ing games for learning, but also reflecting the difficulties of de- end of the semester. signing analogue learning material, e.g. worksheets. The games Figure 1 shows a hidden-object game created to motivate junior students to acquire and practice an understanding of basic French. The game was pro- grammed in Alice 2.0. and embeds the search for hidden objects in a crime story, mainly told in French. The math game shown in Figure 2 main- ly relies on motivating by giving visual feedback. After choosing a number range, the players get to solve a num- ber of randomly created equations. The game was programmed in Delphi. The course was an initial attempt at in- troducing Serious Game programming to teacher education at Hamburg Uni- versity. The results showed that pro- gramming Serious Games offers a lot of possibility for supporting pre-service Figure 1: Hidden-Object Game for learning basic French – example of verbal motivation teachers in acquiring the skills neces- sary for integrating new media in educational set- tings. Figure 2: Game for training basic arithmetic operations within variable number ranges – example of visual motivation ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 30 u ers.e gpap .elea rnin n.º 30 • September 2012 Pap www 2
  • 3. From the field References Gee, J. P. (2007). What Video Games Have to Teach Us about Learning and Literacy, New York: Palgrave Macmillan. Genvo, S. (2008). Understanding Digital Playability. In Perron, B. & Wolf, M.J. (Eds.): The Video Game Theory Reader 2, New York: Routledge, 133-149. Jenkins, T. (2002). On the Difficulty of Learning to Program, retrieved August 10, 2012 from http://www.psy.gla.ac.uk/~steve/ localed/jenkins.html. Edition and production Name of the publication: eLearning Papers Copyrights ISSN: 1887-1542 The texts published in this journal, unless otherwise indicated, are subject Publisher: elearningeuropa.info to a Creative Commons Attribution-Noncommercial-NoDerivativeWorks Edited by: P.A.U. Education, S.L. 3.0 Unported licence. They may be copied, distributed and broadcast pro- Postal address: c/Muntaner 262, 3r, 08021 Barcelona (Spain) vided that the author and the e-journal that publishes them, eLearning Phone: +34 933 670 400 Papers, are cited. Commercial use and derivative works are not permitted. Email: editorial@elearningeuropa.info The full licence can be consulted on http://creativecommons.org/licens- Internet: www.elearningpapers.eu es/by-nc-nd/3.0/ ing earn eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu eL ers 30 u ers.e gpap .elea rnin n.º 30 • September 2012 Pap www 3