What a great lecture! We have been looking at games based learning and it is very exciting. It has been shown that
games based learning not only stimulate our pupils, but they also provide a learning opportunity. Karl
Royle (2009) states in his blog that "The observed and
anecdotally claimed skills developed by computer gaming engagement go beyond the more commonly stated attributes such as hand to eye coordination to include: spatial navigation; resource management; team working and communication; literacy development; and a range of problem solving skills and
metacognition through reflective practice. They also promote the learning potential of individuals in that they are: non discriminatory (if you have access an access point you can play); allow players/users to gain kudos and status within the game regardless of external constructions of identity (a ‘bad’ speller at school could be a champion player of
FIFA 09); and are personalised at the point of use, (where everyone’s game is different whilst remaining similar) and can lead to deep and broad learning chain experiences." I really like the point that he makes about games being non discriminatory. This helps children to realise that they can join in no matter what and if they have access to the game there is nothing that says that they are not allowed to join in. It is important that children know that they will not be denied access for a silly reason. Schools need learning that is deep, motivational and authentic and games based learning supplies just this.
We have been looking at Guitar Hero,
Nintento DS's,
CyberBike and
WiiMusic. There has not been enough time to look at them all but i have had a chance to play Guitar Hero and the
Cyberbike. Was not too keen on the
Cyberbike as it was quite difficult to use, but this may have been due to the fact it was brand new and had never been used before. I found that the cycling mechanism was stiff and that it was very jerky to use. This will
probably ease out with more use. Also my feel kept slipping off the pedals and for me this was frustrating as i could not keep up a steady
rhythm. Any suggestions on how to make this less of a problem? This may be utilised within a classroom to help with physical exercise and also new games may be created that can support this technology to adapt the bike into perhaps problem solving activities that require the participant to exert physical effort.My favourite out of the two games i looked at today was Guitar Hero.
I thought this would be really good to use for a context as it would provide stimulation and could open up many cross curricular links, such as design technology (designing and creating their own musical instrument), modern
languages (creating a tour of another country e.g. Germany or France), mathematics (sourcing prices for hotels during a tour in different countries), music (creating and playing material for the band). The list of possible activities to do with Guitar Hero is endless. I think that this would be more suitable for middle or upper stages as it requires hand eye coordination. For the early stages I wouldn't use this as it can prove difficult for these young children to do both the key pressing and
stumming at the same time, and the follow up
activites could be simplified but best results would be achieved by children further up in the school. Guitar Hero can be used as both a context and a skill but it is mainly a context. (possible extensions outlined earlier). When setting this context up it would have to be done as a whole class because small groups would
distact the rest of the class and this context is good for collaboration. Guitar Hero would link into
CfE because it promotes challenge and enjoyment and encourages our pupils to become successful learners through promoting a motivating and relevant stimulus.