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Thursday 27 October 2011

Can gaming save humanity?


Gaming for the collective good

Moskivitch, K. (2011, September 20). BBC News 

It has been a contention of proponents of online gaming that engagement in this hyper-connected world can lead to uses of technology that have not yet been conceptualised.  Well, seemingly on the 20th of September of 2011, this ‘prophesized’ event came to pass.  According to Katia Moskvitch, technology reporter for the BBC News, the collaborative efforts of online gamers has lead to a breakthrough in an area of science that has long puzzled the experts.   These gamers used an easy to install, freely available program to determine the structure of an enzyme referred to as the M-PMV retroviral protease.  Although known for the previous decade, this enzyme has remained a mystery to the most advanced probing of the academic scientific community.  As it plays a central role in the development of a virus similar to HIV, a breakthrough in defining its nature would have enormous implications as a possible future stepping stone in finding a cure for Aids.  One can but imagine the scientists’ pleasure, on their discovery that in using the Foldit program, online gamers were able to resolve the structure of this organic compound in a matter of days.   Seth Cooper, the lead designer and co-creator of Foldit, observed that this game scaffolded the "bringing together [of] the strengths of computers and humans".   He went on to claim that in this hybrid entity, "people have spatial reasoning”, which is “something computers are not yet good at"  (Moskivitch, 2011).   If I were to draw my own conclusion they would be that Marc Prensky’s concept of hyper-connectivity (see below) has now taken that next great conceptual leap forward.  In solving this puzzle, these gamers were no longer acting as individuals, but rather as a new sort of ‘hive mind’.   If this same sort of problem solving could be applied to other contexts, just imagine what could be achieved.

*This news story is discussed

Marc Prensky

References: 
Delaney, A. (2011). Digital Living: gaming and your brain [Audio podcast]. Retrieved from http://www.abc.net.au/local/audio/2011/10/06/3333588.htm
lwf (2010). Handheld Learning 2007 - Marc Prensky, Keynote [Video file].  Retrieved from http://www.youtube.com/watch?v=Ha04eLLsV3A
Moskivitch, K. (2011, September 20). Online game Foldit helps anti-Aids drug quest. BBC News. Retrieved from http://www.bbc.co.uk/news/technology-14986013


Gaming as a pedagogical tool


A transformation in pedagogy?
When first engaging with the research and writing for this team blog, I had the expectation that the knowledge that I gained would force a personal re-adjustment of my prior teaching practices.  Gaming, with its ability to give precise feedback to the learner and connect the out-of-school youth popular culture with classroom learning, was to transform the current pedagogies that I employed (Williamson, 2009).  I was eager to embrace this technology, as I had with so many of the previous ‘innovative pedagogies’ suggested by my university lecturers and teaching colleagues.  However, unfortunately in the case of gaming, what I discovered made me more cautious than I had previously been in implementing this particular technology in the classroom.  This bias, although informed by evidence drawn from the discipline of neuroscience, is perhaps not the intended end to my personal journey as scaffolded by this unit’s assessment process. 


(Harden, 2011)

A re-conceptualisation of gaming in teaching practice
I, like the researchers identified in Foster and Mishra’s study (2009), had not taken into account how pedagogical affordances of different games interacted with the learning, social and cultural context.  Although, this personal stance does not mean that I will adopt a policy against the use of gaming as a means to meet the future learning needs of my students, rather I will be more cautious in locating and embedding gaming resources in the units of work I create.   Gaming is not merely a ‘carrot’ in the form of entertainment that I can use to motivate my students to engage with curriculum area content.  An example of a more fundamental educational level of support that gaming can offer is its ability to increase student automaticity in information processing.  Developing this understanding of how and why learning occurs in its interaction between technology, content and the students’ curriculum knowledge is perhaps one of the greatest future challenges I face.  To achieve this goal I will use what the academic literature and my own prior experiences suggests is best practice in implementing a gaming informed pedagogy in the classroom.

What place does gaming have in pedagogy?
A systemic implementation of gaming as a pedagogic tool in classrooms faces a range of barriers and enablers that can impede or promote the use of this technology.  Internationally, the TALIS Report (2008) identified the challenges that schools and teachers faced in the early adoption of new technologies for the benefit of student learning.   Technology was characterized as being subject to such rapid change that educational authorities often lacked clear guidance in how to best use ICT in the classroom.  It is, therefore, not surprising that TALIS found a positive correlation between the use of technologies like gaming, and teacher participation in ICT-related professional development.  It is likely that teachers are unwilling to use new technologies, if they are not aware of the affordances that this change of behaviour in their everyday teaching practice will have on their students' learning.  In Australia, this conservative tendency runs contrary to the stated intentions of the government's recent Digital Education Revolution [DER] Program (Australian Government, n.d.).   However, as a teacher I found this initiative tended to emphasize the provision of the physical requirements necessary to implement this program, but not the less tangible elements needed to support the pedagogic shift that should accompany this process. Thus computers were provided to all staff members at my rural school, but the opportunity to engage in the PD required to exploit this technology was not readily available.  This resulted in a sporadic uptake of different elements of this program, with teachers who were "tech-savy" much more willing to engage with the outcomes identified in the DER.  Unfortunately in this context there were also teachers who used 'token' ICT elements in their lessons, unsupported by a strong understanding of whether their choices were pedagogically appropriate.  This approach resulted in negative experiences that were then reported back in subject area team meetings, resulting a dismissal of what might otherwise be a potentially worthwhile learning resource for our curriculum area. 

The cognitive impacts of living in a wire world
As a qualified Learning Support Teacher I was perhaps most interested in the potential effects of gaming on cognition.  I had previously used the program Mathletics to develop automaticity in Year 9 students who struggled with information processing.  According to my understanding of meta-cognition, the increased speed that these students demonstrated was due to a reduction in the cognitive load placed on their working memories (Dunlosky & Metcalfe, 2009).  What I did not realise, until I had viewed the speech given by the neuroscience Baroness Susan Greenfield (2011) (see below), was the physiological response that too much exposure to this sort of rapid fire stimulus and a reward-based gaming system could have.  Greenfield proposes that if this sort of process is allowed to dominate, a child will experience exposure to higher levels of dopamine, reducing their attention span, stimulating the need to repetitively practice the reward inducing behaviour and inhibiting the functioning of their pre-frontal cortex.   Literally, this sort of game can rewire a student’s brain and personality if engaged with to excess.   As one might imagine I was horrified.   In interacting with these ideas I learnt to treat gaming as a pedagogic tool with respect.  It is not always an innocuous fun activity; gaming can be both a powerful tool for positive or negative learning outcomes, depending on how the student engages with it.  It can also increase our students’ ability to process information, but does not necessarily lead to knowledge construction (Greendfield, 2011).

Baroness Susan Greenfield's Seminar at Science World 2011




References: 
Australian Government.  (n.d.) Digital Education Revolution.  Retrieved October 18, 2011 from http://www.deewr.gov.au/Schooling/DigitalEducationRevolution/Pages/default.aspx
Dunlosky, J., & Metcalfe, J. (2009). Metacognition. Los Angeles: SAGE.
Foster, A. N., & Mishra, P. (2009). Games, claims, genres, and learning.  In R. E. Ferdig (Ed.), Handbook of research on discrete event simulation environments: Technologies and applications [IGI Global edition] (pp.33-50). doi: 10.4018/978-1-59904-808-6.ch002
FisherScientificUK.  (2011). Baroness Susan Greenfield's Seminar at Science World 2011 Part 1 [Video file].  Retrieved from http://www.youtube.com/watch?v=vMLEWryTdSc&feature=mfu_in_order&list=UL
FisherScientificUK.  (2011). Baroness Susan Greenfield's Seminar at Science World 2011 Part 2 [Video file].  Retrieved from http://www.youtube.com/watch?v=IcejJN8RRbU&feature=mfu_in_order&list=UL
FisherScientificUK.  (2011). Baroness Susan Greenfield's Seminar at Science World 2011 Part 2 [Video file].  Retrieved from http://www.youtube.com/watch?v=1LyvZZAVxnw
Organisation for Economic Co-operation and Development [OECD]. (2009). Creating effective teaching and learning environments: First results from TALIS.  OECD Publishing.  Retrieved online from www.oecd.org/dataoecd/46/17/43044074.pdf
Williamson, B. (2009).  Computer games, schools, and young people:  A report on using games for learning.  Futurelab.  Retrieved at http://archive.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_educators_report.pdf

A Brave New World - Test-driving Simulation Games in the EFL Class Context

Being an active member of this blog has been an experience which I feel has greatly added to my knowledge about video games and their potential to serve as tools in education.   The research carried out for my own contributions, coupled with the stimulating articles submitted by my fellow team-bloggers has afforded me an insight into the way in which games could prove to play a key role in future pedagogic practices, and thinking of my own context, I am now very keen to see games implemented into the English as a foreign language (EFL) curriculum.

Up until January of this year, I was working in junior high schools in Yokohama, Japan, where students’ ages range from twelve to fifteen years. Japan is a very technologically advanced society, with a high volume of extremely digitally-literate youth. Initially, I encountered difficulties in interacting with students due to their lack of confidence in speaking English. Furthermore, I believe that many students assumed we shared little in common to discuss.  This situation quickly changed when I demonstrated my knowledge of computer games and computer game culture, and students, both male and female, soon lost their inhibitions when they had the opportunity to talk with me about the latest version of "Monster Hunter", or what their favourite Nintendo DS title was.


Japan and Video Games: Symbiotic

Williamson (2009) discusses issues of educators using video games as part of their teaching repertoire, and statistics in his report reveal that teachers in the U.K., for example, do not make up a significant percentage of the nation’s gaming population. It is fortunate that from a young age, I have been an avid gamer and consumer of digital technologies, as this enabled me to maintain a level playing field with many of my students, and I quickly developed a rapport with these young learners. At the time this was something that I took for granted, but I now realise the importance for teachers to become digitally-literate if they are to engage students in new and motivating forms of instruction.

Students at my school were particularly big fans of simulation type games which require text-based interactions with in-game characters in order to successfully progress to higher levels. With this in mind, I believe that a game from “The SIMs” series would prove particularly motivating for my students as a language teaching tool.


The SIMs - Authentic English interactions without having to go anywhere.

Ranalli (2008) has looked at the pedagogical benefits of “The SIMs” within an ESL learning environment, and found that structured play of the game, together with supplementary materials to assist the language learner resulted in successful vocabulary acquisition. Students also reported the game as being an enjoyable way of learning a language. The research mirrored results from another study by Miller and Hegelheimer (2006)  which also targeted “The SIMs” as a plausible mainstream English game that could be incorporated into the language-learning classroom.

Both studies were carried out on a small scale and results largely relied on self-reported participant data. Nevertheless, the studies have laid the groundwork for studies into the possible implementation of an innovative language learning program, using a video game based form of foreign language instruction.


Students at my school have regular PC lab sessions for a variety of subjects including mathematics and geography, yet to date their English syllabus does not take advantage of any digital technology. I would like to test-run a game title such as “The SIMs” as a supplementary English session once a week with my students in the language lab, to ascertain whether such an innovation within the EFL curriculum would be a motivating factor for students’ learning abilities. I believe that weekly sessions using game software such as “The SIMS” could provide students with a great supplementary source of linguistic exposure which could complement regular coursework, and of course, break the monotony of repetitive traditional forms of learning that are still so common in the EFL context in Asia.

Some limitations do exist however, and it is possible that modifications to the software would have to be made if an effective program is desired. Miller and Hegelheimer (2006) note, for example, that “The SIMs” is largely culturally based, and research has shown that student resistance to foreign acculturation can lead to a hindrance in learning. For this reason, it would be ideal to implement a modified version of the software that incorporated some elements of Japanese culture into the virtual world, as was the case for Native American Indian learners using the “RezWorld”software.

The other limitation is that, as an off-the-shelf title, “The SIMs” would require supplementary material to provide EFL students with specific language-learning tasks and more explicit procedural instructions.
Such modifications obviously have financial implications, but I believe that I as a teacher could create and provide many of these supplements myself, and personally involve myself in the orchestration of the game sessions by participating as a character in the game myself. In this way, I would have the ability to monitor student activity and act as a passive guide during tasks when required.

Although it would take some time to refine the process, I believe that the integration of simulation games into EFL language-lab sessions at schools could prove to be an exciting innovation in the language-teaching curriculum. Unfortunately, public school syllabi are strictly controlled in Japan by the city Boards of Education, so it would perhaps be wiser to initially test the effectiveness of the software by hosting pilot sessions in after school English club meets. If proven to be effective over time, then who is to say that the higher powers that be wouldn't consider taking a chance and revising the course syllabus?

References:

Miller, M. & Hegelheimer, V. (2006). The SIMs meet ESL: Incorporating authentic computer simulation games into the language classroom. Interactive Technology & Smart Education,4, 311-328.

Ranalli, J. (2008). Learning English with The Sims: exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21:5, 441-455.


Williamson, B. (2009). Computer games, schools, and young people. A report for educators on using games for learning. Retrieved from:

Wednesday 26 October 2011

Academic literature and frameworks

Academic literature and frameworks as a source of guidance
The intrinsic worth of gaming as a pedagogical tool has in recent years come under considerable scrutiny.  This niche study area is part of a paradigm shift of social, cultural and economic aspects of humanity’s daily life that has accompanied a recent global surge in new technologies.  Governments and individuals, seeking to ride this wave to greater prosperity, have called on educational institutions, teachers and academics to provide clear guidance in this brave new digital world (Australian Government, n.d.).   Thus a whole academic publishing industry has been conceived by and grown around this perceived need to document, define and evaluate the use of technologies like gaming in the classroom.  Publications like The Radical Teacher, The British Journal of Educational Technology, Journal of Online Learning and Teaching and the International Journal of Learning and New Media each have presented a series of articles from leading academics on these issues.  Each seeks to propose how technology may best be exploited in schools to raise the learning outcomes of students or to evaluate current practice.   Educators, considering potential future social, economic, and cultural fallouts, need a critical framework to help choose the right direction to lead their students through this quagmire of claim and counterclaim.  Until the value and effectiveness of learning supported by these technologies can be readily verified, schools and educators may be resistant to the idea of an early adoption and integration of gaming in the classroom.  Bearing in mind existing cultural perceptions of gaming as a low literacy activity, often engaged with by students for out-of school entertainment purposes, there exists a need for a body of research to affirm the positive use of this technology in the classroom  (Neuman & Celana, 2006; OECD, 2009).

South Koreans as early adopters of the infrastructure
 required for mass online gaming: Cultural affect

My position in this ideological tug of war
As a postgraduate student and teacher I am sometimes wary of the specialist nature of these publications, as it is in the career interests of their author’s to convince their readers of the relevance or effect size of using one technology over another.  This leads me to the subject of today’s post, a 2009 offering from Michigan State University academics Foster and Mishra.   Titled Games, claims, genres, and learning, it is the second chapter of the Handbook of research on effective electronic gaming in education.  As its’ naming suggests, it firstly provides an overview of the negative and positive claims previously levelled at gaming as a pedagogic device.  Foster and Mishra (2009) then proceed to suggest a new theoretical framework that may be used to address the deficits they have identified in the current scholarship that surround the use of gaming in education.  As these stated aims may provide assistance in my developing greater clarity on these issues, I have chosen to present a summary of the major concepts discussed in this text. 

Games, claims, genres, and learning (Foster & Mishra, 2009)
Foster and Mishra’s literature review is framed by a categorization scheme that divides the range of claims made for games into the physiological and psychological (see Figure 1).  In their assessment of the methodologies used to generate this body of literature they identified three critical issues.  Firstly they concluded that to draw accurate judgements with high external validity from this academic field, there were an insufficient number of authentic, situated research studies on the effects of gaming on learning outcomes.  Secondly, they identified a propensity among researcher to be insensitive to the different pedagogical affordances of specific game genres.   Finally Foster and Mishra criticized the lack of emphasis placed on the acquisition of disciplinary knowledge as a prerequisite of using gaming platforms designed to improve automaticity in subject area content knowledge or problem solving.  If I was to link this argument back to my previous post on Intrepica, I would conclude that children who have not adequately mastered competencies in oral language, would find this site's literacy activities frustrating (Ellis, 2005).  Thus, rather than leading to a rise in motivation, this site may have the opposite affect for some students.  This conclusion is in line with Foster and Mishra’s later argument that the value of electronic games lies not in their mode or mandatory presence in the curriculum, but rather in how these games reflect and support the pedagogical strategies that allow for learning.   In defining the nature of this learning the teacher needs to first examine what skills and content that his or her students need to master in this disciplinary area.  Once this is defined, the actual context and social dynamics within the class need to be considered relative to the potential responses of these students to this technology.  According to this literature review, both the proponents and opponents of gaming agreed that it had a marked effect on student learning.  What seemed less certain was whether this effect was a positive or negative one.


(Foster & Mishra, 2009)
Technological Pedagogical Content Knowledge (TPCK) framework
The chief argument that Foster and Mishra's (2009) chapter presented that I found particularly relevant to my own prior teaching experiences, was the idea that 'Gaming' was not a monolithic entity.  Rather, in this analysis there were 10 main genres of games examined, including: platform games, sports, adventure, parlor, rhythm/ dance, strategy, simulation, role-playing, fighting and action/ shooter.  As one might imagine the content, skills and cultural capital embedded in each of these gaming types can differ markedly.  It is thus not erroneous to suggest that the potential effect on the learning experience may also be varied.  So to integrate this technology in the classroom the TPCK framework proposed may help teachers to identify how game design impacts on student learning.  The interactions between technology (T), pedagogy (P), content (C) and the disciplinary specific knowledge structures (K), provides a dynamic critical framework to evaluate the implementation of a game in a specific context (See Figure 2). It gives a conceptual model for educators to explain and justify their reasons for incorporating particular games into their subject curriculum.


(Foster & Mishra, 2009)
References: 
AlJazeeraEnglish (2010). S Korean young caught up in web gaming addiction [Video file].  Retrieved from http://www.youtube.com/watch?v=70gvUAtvltk
Australian Government.  (n.d.) Digital Education Revolution.  Retrieved October 18, 2011 from http://www.deewr.gov.au/Schooling/DigitalEducationRevolution/Pages/default.aspx
Ellis, L.A. (2005). Balancing approaches : Revisiting the educational psychology research on teaching students with learning difficulties.  (Research paper published by the Australian Educational Review). Retrieved from http://research.acer.edu.au/aer/6
Foster, A. N., & Mishra, P. (2009). Games, claims, genres, and learning.  In R. E. Ferdig (Ed.), Handbook of research on discrete event simulation environments: Technologies and applications [IGI Global edition] (pp.33-50). doi: 10.4018/978-1-59904-808-6.ch002
Organisation for Economic Co-operation and Development [OECD]. (2009). Creating effective teaching and learning environments: First results from TALIS.  OECD Publishing.  Retrieved online from www.oecd.org/dataoecd/46/17/43044074.pdf
Neuman, S.B., & Celana, D. (2006). The knowledge gap: Implications of leveling the playing field for low-income and middle-income children. Reading Research Quarterly, 41( 2), 176-201



Gaming for literacy


Is this learning or gaming as ‘babysitter’?


I recently had the pleasure of spending my holidays completing a full-time university Practicum at my local library.  To those of you who do not know, as a teacher-librarian in training, I am allowed secret entry to the hidden world of the librarian.  If any of you educators out there have ever wondered what goes on behind the library counter, I recommend enrolling in postgraduate study in this knowledge domain to find out.  Anyway, back to the story.  So, as part of the program that I negotiated with my lovely public librarians, I was able to take a couple of children’s holiday ‘activities’ (apparently this is public librarian speak for what we might call ‘lessons’).  One of these activities was designed to encourage the younger library patrons to use what was referred to as the “Children’s Databases”.  As a secondary teacher I was expecting perhaps a catalogue or actual database as one might have in a high school or academic library.  However the children I was to be teaching ranged from four to ten and the ‘database’ that we were using centred on age-specific literacy activities prepared by the company IntrepicaFor those in Australia who do not know this resource, it is freely available through most public libraries, and it uses a system of games and rewards to motivate students to engage in literacy activities.   According to personal communications from several of my primary teaching colleagues, this resource is also frequently used in this school context.  Essentially students sign up, work through a wide range of literacy activities to gain points and then ‘spend’ these points on their avatar.  There are virtual prizes and students are ranked according to their demonstrated ability.   It certainly seemed, in my observations of the children I introduced to this online resource, that this was a highly enjoyable way to master the components of literacy.  However, I would sound a word of warning to those who might choose Intrepica as they believe it is an educationally sound ‘babysitter’.  According to the recent research out of America (Common Sense Media, 2011), paediatricians stated that the oral language of children below the age of eight who overused media was often less developed than their peers who did not.  This of course has immediate implications for their long-term literacy development.

References: 
Common Sense Media. (2011).  Zero to eight: Chilren's media use in America.  A Common Sense Media Research Study.  Retrieved from https://www.commonsensemedia.org/research/zero-eight-childrens-media-use-america  Intrepica Pty. Ltd (2011).
Intrepica: A whole world of literacy.  Retrieved from http://www.intrepica.com.au/index.html


Tuesday 25 October 2011

From the mouths of gamers: Youth perspectives on digital gameplay and language learning

Academic perspectives:


In a previous post, I made reference to the growing awareness of the way in which video games can play an important role within the language-learning context. Traditional pedagogic practices generally confine the learner to a classroom environment and require the presence of a teacher, but with the advent of digital technology, independent home-based learning has become a viable option for students. Reasons of convenience and accessibility aside, opportunities for class-independent language learning have strong implications for today’s digitally literate youth. Ito et al (2010) stresses the way in which young people today learn with and can relate to new digital media such as video games, and it is these forms of media which tend to be most motivating for younger learners. Games have the ability to place these learners in naturalistic contexts, and the medium allows for autonomous learning within a relevant and motivating environment outside of the classroom.


Influential articles such as those by Jenkins (2010) and Gee (2007) point at the recent attention video games have drawn to themselves as informal learning tools, and this academic interest is also apparent in language-learning research. Alice Chik’s (2011) article entitled “Learner autonomy development through digital play” is an example of this interest as it explores the potential benefits for young people playing games as a means of becoming independent language learners.


Learner perspectives:


Chik’s (2011) article focuses on the Hong Kong English as a foreign language (EFL) context, and the way in which research has shown Hong Kong youths to be strong consumers of and participators in digital culture, especially in the vein of online digital games and forums. Although Chinese online games are readily available, Chik (2010) states that many of the most popular games in the country are English-only titles. Surprisingly, this has apparently not led to a diminishing of the market demand in Hong Kong for such games. Instead, young gamers are increasingly interacting with others online in the second language (L2) used in the game as a consequence of their desire to participate within popular “globalised gaming platforms” (Thorne, Black & Sykes, 2009). Thorne et al. (2009) and Ito et al. (2010) both report that such digital interactions occur in the game player’s free time and outside of the classroom; two features of the learning context that deviate greatly from the characteristics of traditional classroom-based pedagogic practice.


Chik’s (2011) article expands upon the research by focusing on the practices of young Hong Kong gamers and bringing together their collective attitudes about using foreign games as language learning aids.


Autonomous language-learning through in-game texts


The research:


The research design involved ten participants (four females and six males) who investigated each other’s learning patters whilst gaming, by video-recording their game play and interviewing each other. Blogs were also set up for gamers to contribute and respond to in relation to their respective gaming and language learning habits. The blogs and interviews shed light upon the various attitudes participants had in regard to motivation, learning styles and playing games in a foreign language.


Although language-learning techniques differed from player to player, two principal forms of motivation were identified from the interview and survey data.


The first involved the need for completing tasks in English in order to achieve game level advancement, which resulted in players paying more attention to in-game texts. The second involved the opportunity for players to authentically interact with other gamers in English, which also served as an aid to advance game levels.


Findings:


It is important to note that learning in the game was not considered to occur naturally for most participants, but instead required deliberate study of new vocabulary by using dictionaries or by asking other gamers the meanings of unfamiliar words. Upon confirmation of meaning, participants reported repetition of in-game language as being a principal cause for language acquisition.


Although deliberate learning was still deemed necessary, the driving force of the original motivational factors (game advancement, authentic English interactions) was seen to have created a “willingness” on the part of the gamers to put in the work required to advance their English skills. Such responses from participants help to reinforce the notions put forth by Jenkins (2010) and Ito et al. (2010) regarding the positive correlation between variables of youth learning ability and youth-relevant contexts.


Limitations:


Of course, findings such as these cannot be generalised to all gamers and all types of games, and Chik (2011) identified two main areas of limitation.


1) Genre Specificity


Depending on the type of game being played, a learner will often be limited to genre-specific language and terminology which is not necessarily going to be useful in real-world interactions. A good example of this was reported by a fan of the game Counter Strike, which is filled with military jargon. Another player commented on the limitations of playing online soccer games where soccer-related terms made up the bulk of new language acquired.


Military games - lots of jargon, but useful language for real-world contexts?


2) Medium of delivery


Depending on the game, mediums of English delivery also varied greatly, with the majority of games still providing more opportunities for listening and reading than for speaking or writing.


Limitations aside, the general consensus was that playing games offered a good opportunity to “learn while having fun”, as reported by one gamer (Chik, 2011, p. 37).


Potentials for autonomous learning through digital games:


The model below illustrates the relationship between learning and playing digital games, as deduced from comments made by participants in the study. Potentials for learning have been identified in three key areas:


1) In-game texts:


Features of the games including interactive dialogues, game play instructions and game audio commentary provide primary sources of language input gamers. As previously mentioned, these vary between game genres.


2) Online gaming platforms:


Interaction with fellow gamers allows live authentic language use in cases where game play assistance is required, or when group task work is necessary for game progression.


3) Online discussion forums:


Users can become members of online gaming communities to learn more about the games they are playing. These digital spaces provide gamers with the opportunity to seek assistance in the games they are playing by making posts in both their own language as well as the target game language. Forums are a good place for gamers to learn necessary words and phrases used in a game from more experienced players and from those with a higher proficiency in the target language.








Source: Chik, A. (2011). Learner autonomy development through digital gameplay. Digital Culture & Education, 3:1, 40.




Conclusions:


Qualitative research such as Chik’s (2011) helps to paint a clearer picture of the attitudes youth have toward games as being motivating language-learning tools. It is important to realise that practical application of such findings would obviously be at the mercy of realistic and financial constraints, and that attitudes may vary in different locations and contexts, but we can at least be aware that youth communities exist that see the potential benefits of games when utilised as language learning resources.




The next step is for more educators to see these same benefits!




References:


Chik, A. (2011). Learner autonomy development through digital gameplay. Digital Culture & Education, 3:1, 30-45.


Ito, M. et al. (2010). Hanging Out, Messing Around and Geeking Out: Kids Learning and Living in New Media. MIT Press.


Jenkins, H., Clinton, K., Purushotma, R., Robison, A. J., and Weigel, M. (2006). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century: The MacArthur Foundation.


Thorne, S. L., Black, R. W., and Sykes, J. L. (2009). Second language use, socialization, and learning in Internet interest communities and online gaming. The Modern Language Journal, 93s, 802-821.



(Posted by Josh)





Monday 24 October 2011

Reflections and Future Directions



As is the case with the vast majority of schools, resource acquisition at my school is dependent upon funding and generally occurs in a top down process i.e. Year 7 is the first and best resourced area to ensure the students are prepared for secondary school and the Preparatory Year is the last to be resourced.  Thus as a teacher of the Preparatory Year I discovered my own interest in adopting technology practices slowly beginning to wane.

However, studying this course and networking with other Prep teachers this year has opened my eyes to the plethora of resources that are available that can greatly enhance the implementation of the curriculum - resources that can excite and motivate the students to learn.  The acquisition of two ‘new’ second-hand computers and a Mimio Interactive Whiteboard system (that I share with another teacher) has started my journey of successfully incorporating video games into the Prep curriculum. I do however acknowledge that there is still a long way to go. 

One such gaming resource that I have begun to explore and incorporate into Maths group activities is the Copacabana Public School Get Smart website. An explanation and critique of this resource is available on the Master Games Blog.  As is explained by Magann (2010) it is important to note however that users of this website still need to ensure games are individually checked for applicability to the unique setting, concept and age of the students they are teaching.  Just because this is a teacher evaluated games’ website does not instantly mean the games will be appropriate for the needs of your students.  Games accessed from this website are currently being used to reinforce concepts being explicitly taught in the area of mathematics.  Not the most in-depth use of gaming but it is a start and the students are enjoying the experience.

Another avenue I have begun to explore in the later half of this year is the Education Queensland Learning Place website.  I have attended in-servicing and once again networked with other early childhood teachers about the effective use of EdStudio to create a virtual classroom for the students.  This will allow me in future years to communicate with families outside of school hours and provide links with the games websites we are utilizing in the classroom.  Furthermore it will provide a valuable connection between the home and schooling lives of the children I teach.  Currently I have been providing parents with monthly newsletters to inform them of useful gaming sites and other tips for incorporating computer use into the children's home lives.  I made the decision to encourage computer usage at home earlier this year as I found that generally parents were reluctant to allow their young children access due to uncertainty surrounding the internet or their general belief that young children did not need to know how to navigate their way around computers at such a young age.  

A further method of enhancing the Prep curriculum I have been trialing this year is the use of an online literacy gaming resource called Reading Eggs.  This program is accessible by the children at home or at school and incorporates the use of digital books or it can be accompanied by the same books in print version.  Utilizing both digital and print books to complement this gaming program demonstrates to parents and students the connections between gaming and books and the educational benefit that gaming can possess to support a child’s learning experiences.  Although this gaming program is designed specifically to teach young children meta-linguistic knowledge it also introduces the students to the concept of creating their own avatar which provides a link to the more commercially available games. Annetta (2008) claims that allowing the gamer to create their own avatar can lead to greater learning satisfaction.  In addition, I believe that it gives the students the sense that gaming can be educational, fun and individualistic.  I have found that the children who have taken the time to create their own avatar are less concerned about the virtual world achievements of their friends and more concerned about their own avatar's path of educational learning.  The use of this game has had mixed success this year as only about half of the families have opted to access it from home even after repeated explanations of the educational benefits it has for the students.
Touch screen technology - iPod
Image by Johan Larsson retrieved from
Creative Commons 26 October 2011,
http://www.fotopedia.com/items/flickr-2076995490
To further expose the students to real world technology devices and games, the teacher aide working alongside me has allowed the students to utilize her personal iPad.  The students have thoroughly enjoyed this experience as many of the students I currently teach have had little or no experience with touch screen technology.  As a result, to date the students have only participated in simple ‘games’ such as Noughts and Crosses and dot-to-dots.  However, as the students become more familiar and confident using this device more complex games will be considered.  

The resources I am currently utilizing have been specifically designed for the educational benefit of students and do not provide students with real world problem solving issues that some of the more commercially produced games do.  However, like all new pedagogical approaches I believe that things have to occur one step at a time to ensure an educationally balanced curriculum is provided for all students.  As a future Teacher Librarian however, I also need to ensure that I keep abreast of technology issues as they relate to all year levels and not simple focus on the Preparatory Year.

References:
Annetta, L. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice. 47(3), 229-239.  Retrieved 20 October 2011, from   http://dx.doi.org/10.1080/00405840802153940

Magann, K. (2011).  Online Resource. (Web log post).  Retrieved from http://mastergamers444.blogspot.com/2011/10/online-resource.html