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The use of computer and
video games in education




      John Kirriemuir
John Kirriemuir


•   Age: 35
•   Currently living in Lochwinnoch
•   Game playing: 20-30 hours a week
•   Current games:
    – Animal Crossing (GC)
    – Halo (Xbox)
    – Jet Set Radio (Dreamcast)
• Work: Self-employed researcher, mainly working for
  education funding bodies. Scope includes ICT,
  games in education
• Other stuff
What is a game and what is play?
Defining the boundaries

A game is defined by:
• Boundaries
•   Rules


This creates problems:
•   Where are the boundaries?
•   When does the game start and end?
•   What are the rules?


Does a game of football start when:
•   The referee blows the whistle?
•   Match day begins?
•   The football clubs are formed and begin to acquire players?
Arenas for play: the “total game” concept

Society consists of a number of rules (some legal, some informal,
  some conduct-oriented) and overlapping game arenas.


•   The playground
•   The office (office politics)
•   The home (relationships between family members)
•   Travelling (especially driving)
•   Your relationship (objective: happiness?)


“I don’t play games” arguably translates as “I don’t play video
    games but passively or actively participate in other games”.


The player constantly participates in a number of other games,
  usually without realising it.
What game(s) are you currently playing?

Implicit rules: sit sociably, face the front, digest the information.


Goal(s): learn something, open your mind to further paths of
  thought, challenge preconceptions, pass the assignment, get a
  qualification.

Other players: the person sitting next to you is playing the same
   game.

Strategies for passing the assignment:
• Take copies notes and write them up afterwards
• Read around the subject
• Work in collaboration (discuss?) with your colleague
• Use Google to find similar assignments, and cut ‘n’ paste 
Motivations for playing video games




•   To be able to say to your peers that you have finished the game.
•   To enjoy mastering a challenge set by another (the game
    designer).
•   To try out things you saw in an advert or promotion.
•   To beat your friends and family in multiplayer games.
•   As a social experience (either multiplayer or online).
•   To do interesting things in the game e.g. in a racing game, to
    see if you can crash into other cars.
Project overview

• Collect examples of the use of computer and video
  games in schools
• Informal project – no strong methodology
• No current funding – done in spare time
• Surveys:
   – Spring 2002 (for BECTA)
   – Summer 2003 (for the DiGRA paper)
   – October 2003
Objectives

Main: find examples where “pure” computer and video
   games were used in schools.

Other
1. Find especially where such games are used to
   support or enhance teaching and learning
2. Determine obstacles to the use of games in the
   classroom
3. Find examples where such games are used in
   further and higher education
4. Determine trends in the use of such games in the
   classroom
“Pure” computer and video games

Games for the PC, Xbox, GameCube and Playstation
  series that are designed and marketed as games,
  and not as educational or “edutainment” (cough)
  products.

Examples:
• Super Monkey Ball (physics)
• Sim City (urban design, economics)
• Civilisation III (history)
Examples and points from 2002 survey

 1. The teaching and learning relationship between the teacher, the
students and the games became more flexible:

  “Some they teach me (Microsoft Golf) - some we work on together
(The Sims) and some I start them off (Civilisation)...usually they learn
from peers" (Diana Battersby, Waterloo Lodge School, Chorley)


  2. In UK schools, games were nearly always directly linked to some
specific part of the National Curriculum. For example, at Greneway
School in Royston, the following games have been used:
  - Sim City / Flight Simulator: Key Stage 3 ICT 2c, 5d [Modelling]
  - Pirates: Key Stage 3 History 2a, 2b, 2c
  Several survey respondents pointed out that if games were not NC-
related, then issues may be raised by others about relevance and
teaching quality.
3. The most significant advantage of computer games, to many teachers,
was as a catalyst to schoolchild interaction, discussion and collaboration.
For example:
"The use of Rollercoaster Tycoon in particular was a key motivator in
getting children working as a team. Those who were usually bored, or too
shy to participate, in group discussion and decision making often took a
more prominent and vocal role. Receiving immediate, positive feedback
from the game increased confidence within the individual and the
group." (Philip Sinclair, ex-teacher, York)


4. The computer games most frequently discovered to be used in a
classroom setting were Rollercoaster Tycoon, The Sims and SimCity.
5. Unsurprisingly, there was no regional or national co-ordinated program of
computer game take-up and usage in UK schools. In nearly all cases, a
game was introduced into the classroom by an enthusiastic teacher, usually
with the approval of an “open-minded” head teacher.
6. Schools (usually outside of the UK) that installed games on PCs often
allowed and encouraged use and access outside of lesson times e.g. lunch
breaks, after-school clubs. For example, Nudgee Junior College,
Indooroopilly, Queensland, Australia has a number of PCs which the children
can use to play games during lunchbreaks and other free periods.

  7. Schools that used computer games (again, usually outside of the UK),
tended to use not one but a range of games in appropriate learning
scenarios. These schools also had a tendency to use and evaluate a
relatively wide array of software and instructional technologies.

  8. Formal and (crucially) independent/unbiased research on how the use of
games enhanced the classroom learning experience tended to be
fragmented or patchy. Such evaluations that positioned games within the
context of a wider application of technologies were usually positive. For
example, research into the use of ICT in 3 to 8 year olds in a region of
Australia recommended that "problem solving games are often the most
educational while being fun and challenging".
9. Anecdotal evidence points to games being used in the classroom in
earlier ages in first world countries, such as the US, Canada and Australia
than in the UK and possibly mainland Europe. Further research confirming
this and discovering as to why may prove useful. Having said that, there
are instances of computer games being used to supplement learning in
primary schools, such as the use of Sim City by 6 year olds in US schools.


10. Teachers often introduced games into the classroom which they
themselves were familiar with through using, for fun, in their own time:


"I have been a keen player of the Sim City series of games for several
years, and could immediately see the potential for use with my KS2
classes. Henceforth, my familiarity with the game made it easier to
demonstrate its relevant features to my fellow teachers, and ensured a
relatively easy implementation into the classroom - the only difficulty being
installing the software on the lab PCs!". (Malcolm Kingston)
2003: Collecting examples


Used a variety of mainly Internet-based methods in
  order to find examples:

•   emailing education/teacher mailing lists
•   newsgroups (low quality responses)
•   web searching (predominantly on game name)
•   hunting through literature
•   contacts in education and gaming sectors
•   hassling games researchers and speakers at events
2003 survey: Examples of mailing
               lists used (108 in total)
JISCmail                      Education listserv lists
•   basic-skills              • acsoft-l
                              • aera-c
•   creativity-in-education
                              • aera-k
•   elearning                 • ceut-l
•   innoed                    • cti-l
                              • eceol-l
•   lis-link
                              • ednet
•   lt-theory                 • edtech
•   netculture                • h-high-s
•   school-management
                              Game research lists
•   sosig
                              • games-for-health
                              • digiplay
                              • gamesnetwork
Non-helpful responses

• “Games in schools? Don’t be absurd!”
• “Violence, sex, get enough of games at home,
  corrupting, turns children into killing machines etc”
• “There’s this great piece of edutainment software that
  we use…”
• “This is really interesting. Please send me your
  results.” (many, many responses like this)
• “Can I interest you in our new, teacher-approved,
  edutainment product?”
• “I play games! Have you finished Zelda: Windwaker?
  How do you get past…?” (several)
• “What is Playstation?” (1 email)
Main uses of games in schools
             (in order of frequency)

1.   Playtime or computer club (lunch breaks or after
     school)

2.   As a reward for good behaviour

3.   As part of a research project looking at the potential
     for games use in the classroom

4.   Use in the classroom as support for subject matter

5.   Use in the classroom integrated into curriculum
     activities
Some examples from schools…
1. Playtime or computer club

   Case example: Portola Middle School, near San
                Francisco, California
  www.wccusd.k12.ca.us/portola/aschool/ascomp.htm

• Supervised computer club, Wednesday afternoons
• PCs (no consoles) used for reports, online work,
  game playing
• Games include Sim City, Lemmings, Roller Coaster
  Tycoon
• Most popular game of the 30 available is Starcraft
• Some games educational, some fun; absence of
  controversial games e.g. Vice City.
2. Facilitator for exploring difficult subjects


“Unexpectedly, we found that The Sims was an
  unusually useful game in helping children illustrate
  difficult personal family situations, especially the
  divorce of their parents. In our youngest class [5 to 6
  year olds] the majority of children belong to single
  parent families; the game provided an outlet, excuse,
  reason, call it what you will for a few to articulate their
  home situation.”

Anonymity requested, Manchester, UK
3. Illustrating concepts safely

“We use Super Monkey Ball in order to illustrate how
  objects moved in certain conditions.

We used to use a marble and rulers instead, but the
 kids found it “boring” and used to damage the
 equipment and each other. After one child swallowed
 a marble and the mother threatened to sue this was
 stopped. Unfortunately the same mother is still
 causing problems as her son now allegedly has
 nightmares about monkeys falling to their deaths.”

Randall Perry, Keele, UK
4. In use alongside other tools


  Case example: Discovery Junior High School, Fargo,
                       North Dakota
http://www.fargo.k12.nd.us/schools/discovery/flikka/
   productiontech.html

Production Technology: “This class focuses on the
  different processes being used in production that
  relate to the field of technology.”
Rollercoaster Tycoon used as a tool alongside robotics,
  lathes, mills, hot air balloons, K’nex and a gumball
  machine
5. As part of a research project

Periodically occurs in UK schools

• BECTA (education funding body) “Computer games
  in education project” looked at the use of a small set
  of games in various schools (bias towards simulation
  games):
  http://www.becta.org.uk/research/research.cfm?
  section=1&id=2826

• TEEM (Teachers Evaluating Educational Material)
  looked at the use of a wider set of games in various
  UK schools:
  http://www.teem.org.uk/
6. As a curriculum related tool
“We tried to use Sim City as an integrated part of
  geography for our classes … It was only partially
  successful due to the hassle of getting set up on the
  PCs every session and keeping the children on track
  … some support material for both child and teacher
  would have been very welcome.

Another problem was caused by other staff in the school
  who either didn’t think there was a serious lesson
  taking place (because it involved playing games) …
  or were vocally against the idea at every opportunity
  for the same reason.”

Margaret Thomas, Scotland.
Other interesting examples…
1: Learning about foreign social behaviour


“…on a recent holiday to Japan my husband and I
  realised that by far the most helpful source of
  information on Japanese society had been Shenmue
  that we'd played on the Dreamcast!

I'd read no end of websites and tour guides but
   Shenmue had been more educational than any of
   them, especially when it came to social behaviour
   and everyday life. We're playing Mr Mosqeeto on the
   PS2 at the moment and that is even better.”

Jenny Jones, University of Bristol
2: Teaching people with special needs



“I am willing to share privately with other researchers
   the fact that I have used Civilisation III to teach social
   and historical studies to a group of SEN (special
   education needs) learners, with great success.”



FM, Galway City, Ireland
3: Stimulating lateral thinking



“I worked in Arabia for 8 years in the 1990s at the
   Sultan Qaboos University library where we had a
   collection of text-based interactive adventure games.
   One teacher used these to promote lateral thinking
   and develop students' level of English, amongst other
   things.”

Colin Johnston, Goldsmiths College, London
4. Pre-course catchup

“A few of the new students on the A-level economics
   course did not have a clue about simple concepts
   such as profit, loss, income and expenditure. How
   they manage their personal finances is beyond me.

More by accident than design, I recommended they
  work through Sim City in their own time, paying
  particular attention to the financial aspects. It seemed
  to do the trick.”

Don Green, lecturer, Worcester, UK
Conclusions…
1. What is a game…


Many teachers (parents, educators) confused about the
  differences between:

•   Edutainment
•   “Pure” computer and video games
•   Web-based games
•   Online games
2: Which games are used


Predominantly still games with mainly a strategic
  element:
• Sim City
• The Sims
• Civilisation III
• Roller coaster tycoon

With simulations, the borders between “game”,
  “entertainment”, “learning” and “strategy” become
  very fuzzy to many people.
3: Games as part of formal learning


1.   Number of - reported - examples is slowly
     increasing, but not dynamically
2.   There is a much greater awareness of the potential
     of games to assist with teaching
3.   Still too many obstacles for most teachers who
     wished to use such games
4.   Stereotypical ideas and misconceptions about
     games still abound, but are receding
5.   Most uses of pure games in education are for niche
     applications e.g. special needs or cases
Ways forward

•   Using game engines e.g. Unreal, Neverwinter Nights.


•   Using “lite” versions of games. Irrelevant content stripped out.


•   Use older, cheaper versions of games (works on more school
    PCs)


•   Adapt games, either using in-built tools or by getting the
    developers to adapt them.


•   Using sub-games within games, backed up by teacher learning
    and support materials.
4: The chicken and the egg…


Many teachers want case studies of where games have
  been successfully used in realistic classroom settings
  (not as part of a research project).

Case studies unlikely to come about until there is proof -
  through applied, “real world” example - that such an
  approach can work.
Future plans

Looking to obtain funding to do the following:
• Make the survey more formal; application of a more
  rigorous methodology
• Longer survey period would enable more methods of
  uncovering examples e.g. requests in newsletters
• Identify and look in greater depth at case studies
• Possibly focus just on Scotland, but collaborate with
  similar surveys in other countries
• Disseminate widely amongst the education and
  games communities

Web:         http://www.silversprite.com/
Email:       john@silversprite.com

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The use of computer and video games in education

  • 1. The use of computer and video games in education John Kirriemuir
  • 2. John Kirriemuir • Age: 35 • Currently living in Lochwinnoch • Game playing: 20-30 hours a week • Current games: – Animal Crossing (GC) – Halo (Xbox) – Jet Set Radio (Dreamcast) • Work: Self-employed researcher, mainly working for education funding bodies. Scope includes ICT, games in education • Other stuff
  • 3. What is a game and what is play?
  • 4. Defining the boundaries A game is defined by: • Boundaries • Rules This creates problems: • Where are the boundaries? • When does the game start and end? • What are the rules? Does a game of football start when: • The referee blows the whistle? • Match day begins? • The football clubs are formed and begin to acquire players?
  • 5. Arenas for play: the “total game” concept Society consists of a number of rules (some legal, some informal, some conduct-oriented) and overlapping game arenas. • The playground • The office (office politics) • The home (relationships between family members) • Travelling (especially driving) • Your relationship (objective: happiness?) “I don’t play games” arguably translates as “I don’t play video games but passively or actively participate in other games”. The player constantly participates in a number of other games, usually without realising it.
  • 6. What game(s) are you currently playing? Implicit rules: sit sociably, face the front, digest the information. Goal(s): learn something, open your mind to further paths of thought, challenge preconceptions, pass the assignment, get a qualification. Other players: the person sitting next to you is playing the same game. Strategies for passing the assignment: • Take copies notes and write them up afterwards • Read around the subject • Work in collaboration (discuss?) with your colleague • Use Google to find similar assignments, and cut ‘n’ paste 
  • 7. Motivations for playing video games • To be able to say to your peers that you have finished the game. • To enjoy mastering a challenge set by another (the game designer). • To try out things you saw in an advert or promotion. • To beat your friends and family in multiplayer games. • As a social experience (either multiplayer or online). • To do interesting things in the game e.g. in a racing game, to see if you can crash into other cars.
  • 8. Project overview • Collect examples of the use of computer and video games in schools • Informal project – no strong methodology • No current funding – done in spare time • Surveys: – Spring 2002 (for BECTA) – Summer 2003 (for the DiGRA paper) – October 2003
  • 9. Objectives Main: find examples where “pure” computer and video games were used in schools. Other 1. Find especially where such games are used to support or enhance teaching and learning 2. Determine obstacles to the use of games in the classroom 3. Find examples where such games are used in further and higher education 4. Determine trends in the use of such games in the classroom
  • 10. “Pure” computer and video games Games for the PC, Xbox, GameCube and Playstation series that are designed and marketed as games, and not as educational or “edutainment” (cough) products. Examples: • Super Monkey Ball (physics) • Sim City (urban design, economics) • Civilisation III (history)
  • 11. Examples and points from 2002 survey 1. The teaching and learning relationship between the teacher, the students and the games became more flexible: “Some they teach me (Microsoft Golf) - some we work on together (The Sims) and some I start them off (Civilisation)...usually they learn from peers" (Diana Battersby, Waterloo Lodge School, Chorley) 2. In UK schools, games were nearly always directly linked to some specific part of the National Curriculum. For example, at Greneway School in Royston, the following games have been used: - Sim City / Flight Simulator: Key Stage 3 ICT 2c, 5d [Modelling] - Pirates: Key Stage 3 History 2a, 2b, 2c Several survey respondents pointed out that if games were not NC- related, then issues may be raised by others about relevance and teaching quality.
  • 12. 3. The most significant advantage of computer games, to many teachers, was as a catalyst to schoolchild interaction, discussion and collaboration. For example: "The use of Rollercoaster Tycoon in particular was a key motivator in getting children working as a team. Those who were usually bored, or too shy to participate, in group discussion and decision making often took a more prominent and vocal role. Receiving immediate, positive feedback from the game increased confidence within the individual and the group." (Philip Sinclair, ex-teacher, York) 4. The computer games most frequently discovered to be used in a classroom setting were Rollercoaster Tycoon, The Sims and SimCity. 5. Unsurprisingly, there was no regional or national co-ordinated program of computer game take-up and usage in UK schools. In nearly all cases, a game was introduced into the classroom by an enthusiastic teacher, usually with the approval of an “open-minded” head teacher.
  • 13. 6. Schools (usually outside of the UK) that installed games on PCs often allowed and encouraged use and access outside of lesson times e.g. lunch breaks, after-school clubs. For example, Nudgee Junior College, Indooroopilly, Queensland, Australia has a number of PCs which the children can use to play games during lunchbreaks and other free periods. 7. Schools that used computer games (again, usually outside of the UK), tended to use not one but a range of games in appropriate learning scenarios. These schools also had a tendency to use and evaluate a relatively wide array of software and instructional technologies. 8. Formal and (crucially) independent/unbiased research on how the use of games enhanced the classroom learning experience tended to be fragmented or patchy. Such evaluations that positioned games within the context of a wider application of technologies were usually positive. For example, research into the use of ICT in 3 to 8 year olds in a region of Australia recommended that "problem solving games are often the most educational while being fun and challenging".
  • 14. 9. Anecdotal evidence points to games being used in the classroom in earlier ages in first world countries, such as the US, Canada and Australia than in the UK and possibly mainland Europe. Further research confirming this and discovering as to why may prove useful. Having said that, there are instances of computer games being used to supplement learning in primary schools, such as the use of Sim City by 6 year olds in US schools. 10. Teachers often introduced games into the classroom which they themselves were familiar with through using, for fun, in their own time: "I have been a keen player of the Sim City series of games for several years, and could immediately see the potential for use with my KS2 classes. Henceforth, my familiarity with the game made it easier to demonstrate its relevant features to my fellow teachers, and ensured a relatively easy implementation into the classroom - the only difficulty being installing the software on the lab PCs!". (Malcolm Kingston)
  • 15. 2003: Collecting examples Used a variety of mainly Internet-based methods in order to find examples: • emailing education/teacher mailing lists • newsgroups (low quality responses) • web searching (predominantly on game name) • hunting through literature • contacts in education and gaming sectors • hassling games researchers and speakers at events
  • 16. 2003 survey: Examples of mailing lists used (108 in total) JISCmail Education listserv lists • basic-skills • acsoft-l • aera-c • creativity-in-education • aera-k • elearning • ceut-l • innoed • cti-l • eceol-l • lis-link • ednet • lt-theory • edtech • netculture • h-high-s • school-management Game research lists • sosig • games-for-health • digiplay • gamesnetwork
  • 17. Non-helpful responses • “Games in schools? Don’t be absurd!” • “Violence, sex, get enough of games at home, corrupting, turns children into killing machines etc” • “There’s this great piece of edutainment software that we use…” • “This is really interesting. Please send me your results.” (many, many responses like this) • “Can I interest you in our new, teacher-approved, edutainment product?” • “I play games! Have you finished Zelda: Windwaker? How do you get past…?” (several) • “What is Playstation?” (1 email)
  • 18. Main uses of games in schools (in order of frequency) 1. Playtime or computer club (lunch breaks or after school) 2. As a reward for good behaviour 3. As part of a research project looking at the potential for games use in the classroom 4. Use in the classroom as support for subject matter 5. Use in the classroom integrated into curriculum activities
  • 19. Some examples from schools…
  • 20. 1. Playtime or computer club Case example: Portola Middle School, near San Francisco, California www.wccusd.k12.ca.us/portola/aschool/ascomp.htm • Supervised computer club, Wednesday afternoons • PCs (no consoles) used for reports, online work, game playing • Games include Sim City, Lemmings, Roller Coaster Tycoon • Most popular game of the 30 available is Starcraft • Some games educational, some fun; absence of controversial games e.g. Vice City.
  • 21. 2. Facilitator for exploring difficult subjects “Unexpectedly, we found that The Sims was an unusually useful game in helping children illustrate difficult personal family situations, especially the divorce of their parents. In our youngest class [5 to 6 year olds] the majority of children belong to single parent families; the game provided an outlet, excuse, reason, call it what you will for a few to articulate their home situation.” Anonymity requested, Manchester, UK
  • 22. 3. Illustrating concepts safely “We use Super Monkey Ball in order to illustrate how objects moved in certain conditions. We used to use a marble and rulers instead, but the kids found it “boring” and used to damage the equipment and each other. After one child swallowed a marble and the mother threatened to sue this was stopped. Unfortunately the same mother is still causing problems as her son now allegedly has nightmares about monkeys falling to their deaths.” Randall Perry, Keele, UK
  • 23. 4. In use alongside other tools Case example: Discovery Junior High School, Fargo, North Dakota http://www.fargo.k12.nd.us/schools/discovery/flikka/ productiontech.html Production Technology: “This class focuses on the different processes being used in production that relate to the field of technology.” Rollercoaster Tycoon used as a tool alongside robotics, lathes, mills, hot air balloons, K’nex and a gumball machine
  • 24. 5. As part of a research project Periodically occurs in UK schools • BECTA (education funding body) “Computer games in education project” looked at the use of a small set of games in various schools (bias towards simulation games): http://www.becta.org.uk/research/research.cfm? section=1&id=2826 • TEEM (Teachers Evaluating Educational Material) looked at the use of a wider set of games in various UK schools: http://www.teem.org.uk/
  • 25. 6. As a curriculum related tool “We tried to use Sim City as an integrated part of geography for our classes … It was only partially successful due to the hassle of getting set up on the PCs every session and keeping the children on track … some support material for both child and teacher would have been very welcome. Another problem was caused by other staff in the school who either didn’t think there was a serious lesson taking place (because it involved playing games) … or were vocally against the idea at every opportunity for the same reason.” Margaret Thomas, Scotland.
  • 27. 1: Learning about foreign social behaviour “…on a recent holiday to Japan my husband and I realised that by far the most helpful source of information on Japanese society had been Shenmue that we'd played on the Dreamcast! I'd read no end of websites and tour guides but Shenmue had been more educational than any of them, especially when it came to social behaviour and everyday life. We're playing Mr Mosqeeto on the PS2 at the moment and that is even better.” Jenny Jones, University of Bristol
  • 28. 2: Teaching people with special needs “I am willing to share privately with other researchers the fact that I have used Civilisation III to teach social and historical studies to a group of SEN (special education needs) learners, with great success.” FM, Galway City, Ireland
  • 29. 3: Stimulating lateral thinking “I worked in Arabia for 8 years in the 1990s at the Sultan Qaboos University library where we had a collection of text-based interactive adventure games. One teacher used these to promote lateral thinking and develop students' level of English, amongst other things.” Colin Johnston, Goldsmiths College, London
  • 30. 4. Pre-course catchup “A few of the new students on the A-level economics course did not have a clue about simple concepts such as profit, loss, income and expenditure. How they manage their personal finances is beyond me. More by accident than design, I recommended they work through Sim City in their own time, paying particular attention to the financial aspects. It seemed to do the trick.” Don Green, lecturer, Worcester, UK
  • 32. 1. What is a game… Many teachers (parents, educators) confused about the differences between: • Edutainment • “Pure” computer and video games • Web-based games • Online games
  • 33. 2: Which games are used Predominantly still games with mainly a strategic element: • Sim City • The Sims • Civilisation III • Roller coaster tycoon With simulations, the borders between “game”, “entertainment”, “learning” and “strategy” become very fuzzy to many people.
  • 34. 3: Games as part of formal learning 1. Number of - reported - examples is slowly increasing, but not dynamically 2. There is a much greater awareness of the potential of games to assist with teaching 3. Still too many obstacles for most teachers who wished to use such games 4. Stereotypical ideas and misconceptions about games still abound, but are receding 5. Most uses of pure games in education are for niche applications e.g. special needs or cases
  • 35. Ways forward • Using game engines e.g. Unreal, Neverwinter Nights. • Using “lite” versions of games. Irrelevant content stripped out. • Use older, cheaper versions of games (works on more school PCs) • Adapt games, either using in-built tools or by getting the developers to adapt them. • Using sub-games within games, backed up by teacher learning and support materials.
  • 36. 4: The chicken and the egg… Many teachers want case studies of where games have been successfully used in realistic classroom settings (not as part of a research project). Case studies unlikely to come about until there is proof - through applied, “real world” example - that such an approach can work.
  • 37. Future plans Looking to obtain funding to do the following: • Make the survey more formal; application of a more rigorous methodology • Longer survey period would enable more methods of uncovering examples e.g. requests in newsletters • Identify and look in greater depth at case studies • Possibly focus just on Scotland, but collaborate with similar surveys in other countries • Disseminate widely amongst the education and games communities Web: http://www.silversprite.com/ Email: [email protected]

Editor's Notes