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Console game-based
pedagogy:
         A review of Scotland’s
         Consolarium Initiative




                                  Jennifer Groff
      Presentation at the Media Learning Conference
                                       London, 2010
Jointly Sponsored Project
Jointly Sponsored Project
Participating
 Primary
         Schools
  Balmedie Primary School
  Cathkin Community Nursery
  Cowie Primary School
  Cumbernauld Primary School
  Dalry Primary School
  Elrick Primary School
  Gavinburn Primary School
  Hallside Primary School
  Lairdsland Primary School
  Longhaugh Primary School
  Meldrum Primary School
  Musselburgh Grammar School

 Secondary
  Bo ness Academy
  The Community School of Auchterarder
  Grangemouth High School
  Inverurie Academy
  Perth High School
  St Andrew s and St Bride s High School
  Wallace High School
Participating
Schools
console games
The argument for GBL
 Two Key Themes:
− The desire to harness the motivational power of
  games in order to ‘make learning fun’;
− A belief that ‘learning through doing’ in games such
  as simulations, offers a powerful learning tool.

These findings frame the three key aspects to GBL:
 • motivation
 • skill development
 • immersive learning environments
                             Kirriemuir & McFarlane, 2004
Games as learning systems
Games   as   authoring systems 
 generating artefacts
Games   as   content systems 
                  content
Games   as   manipulating systems 
        simulations
Games   as   trigger systems 
                  content
Games   as   gateway systems 
     learning technology
Games   as   reflective systems 
            illustration
Games   as   point-of-view systems 
       perspective
Games   as   code systems 
              programming
Games   as   documentary systems 
        documentary
Games   as   ideological systems 
                  text
Games   as   research systems 
                research
Games   as   assessment systems 
            evaluation
                    Klopfer, Osterweil & Salen, 2009
Games as learning systems
Games   as   authoring systems 
 generating artefacts
Games   as   content systems 
                  content
Games   as   manipulating systems 
        simulations
Games   as   trigger systems 
                  content
Games   as   gateway systems 
     learning technology
Games   as   reflective systems 
            illustration
Games   as   point-of-view systems 
       perspective
Games   as   code systems 
              programming
Games   as   documentary systems 
        documentary
Games   as   ideological systems 
                  text
Games   as   research systems 
                research

Games   as   assessment systems 
            evaluation
                    Klopfer, Osterweil & Salen, 2009
Methods
Interviews
     School      Teachers    Students
    Leaders
       19            48         150

School Visits / Classroom Observations
• 4 schools (case studies)
Example of Console GBL
Guitar Hero with Primary 7
Guitar Hero with Primary 7
Key Findings
GBL approaches...

 are an excellent opportunity to
 engage students in activities
 which can enhance learning and
 produce a range of educational
 benefits
GBL approaches...
 need to be well planned and
 classrooms carefully organised
 to engage all students in learning
 and produce appropriate
 outcomes
GBL approaches...

 
 build on many children’s
   existing interests, skills and
   knowledge
 
 and can narrow the gap
   between children’s home and
   school cultures
GBL approaches...

 
 can increase communication
   between parents and teachers
   and school leaders
 
 and enhance parental
   engagement in children’s
   learning
GBL approaches...

 
 have the capacity to increase
   teacher motivation
Teachers often have to overcome
  a number of barriers and
  reservations about using game-
  based learning approaches in
  classrooms
 however, when they do so, they
 are convinced of the results
Teachers need support, from
  peers, school leadership and
  outside resources, in order to use
  games well for learning and
  mediate them effectively
Resourcing game-based learning
  approaches can be difficult but is
  often more accessible than other
  technologies
 further support would be
 beneficial
Curriculum for Excellence is seen
  by the people interviewed for the
  study as an opportunity to try out
  new things such as game-based
  learning complemented by
  emerging Assessment is for
  Learning criterion.
Taxonomy
Active learning               Increased teacher
                              motivation
Authentic learning contexts
                              Interdisciplinary learning
Closing the culture gap
                              Levelling
Collaboration & cooperation
                              Literacy & numeracy
Communication
                              Planning, taking
Critical thinking             responsibility and
Digital literacy skills       independent learning

Engagement and motivation     Preparation for the future

Improving relationships       Problem-solving, trial &
                              error
Increased confidence &
self-esteem                   Pupil-teacher roles
                              Resilience
Teacher Perspectives
Benefits relating to teamwork &
skills for life:
•problem-solving
•communication
•collaboration
•negotiation
    which were observed in various ways by teachers
“ Their motivation, you know, they
were totally engaged. They were on
task, they were very interested in it.
    They spoke about it a lot....
  They were just highly motivated.
                                   ”
“   When you see the motivation and
       engagement for the pupils, I
       mean that’s your core goal, I
    think, as a teacher...if you’ve got
     that, the learning just comes on
              so much more.

                                ”
“ And it was the children who
      actually organised it
themselves...they were dividing
their tasks up into you find out


                             ”
  about this and we’ll do that.
““I saw the [Primary] 2s really using their
    skills and their language abilities of
  persuasion and just the way that they
were mature enough to negotiate. On the
whole, there was the odd one or two that
  didn’t get on but, on the whole the 2s
    were very good organisers and they
  made sure the task actually got done.

                                        ”
Perceived impact on their
teaching:
•enjoyment & motivation
•classroom management
•curriculum organisation
•teacher role
•teacher skills
Student Perspectives
“   Probably the best topic
       we’ve ever done.

                        ”
Perceived impact on learning:



“   It has [impacted how I learn], because you
    don’t realise it, but you’re kind of learning
    the same way as you usually do without a
    Wii game, but it’s just…it feels like you’re
    having more fun with it. So it has kind of
    changed, because I know that now it’s
    pretty much the same, so now I look


                                   ”
    forward to school a lot more.
Perceived impact by students:
•physical activity
•increased interactivity
•increased challenge & connections
•visual
•greater collaboration
•student-driven
Perceived learning outcomes:
•content
•teamwork & cooperation
•collaboration
•focus & concentration
•creativity & imagination
•coordination, arguing your case,
 patience, responsibility, organisation,
 confidence, life skills…and more
failure
Perceived impact on writing:



“   You learn how to write, it helps you
    see the pictures better in your head


                                  ”
    so you can write about it then.
Perceived impact on writing:



“   [The project/game-play]
    encourages us to work — instead of
    being bored writing in the jotter, it’s
    fun playing the game and the better
    you get it encourages you to play


                              ”
    more and want to write.
Perceived impact on home game play:



“ You play it less, ‘cos you feel like
  you’ve had a go at it, so you do
  something else…or you play that
  game, but you don’t really enjoy it

                                     ”
  ‘cos it’s not the same as at school.
www.futurelab.org.uk
www.futurelab.org.uk/projects/console-games
Jennifer Groff
jennifer_groff@mail.harvard.edu


Sue Cranmer
sue.cranmer@futurelab.org.uk

Cathrin Howells
c.howells@hw.ac.uk

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Futurelab - Consolarium - Console Games Research

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  • 2. Console game-based pedagogy: A review of Scotland’s Consolarium Initiative Jennifer Groff Presentation at the Media Learning Conference London, 2010
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  • 6. Participating Primary Schools Balmedie Primary School Cathkin Community Nursery Cowie Primary School Cumbernauld Primary School Dalry Primary School Elrick Primary School Gavinburn Primary School Hallside Primary School Lairdsland Primary School Longhaugh Primary School Meldrum Primary School Musselburgh Grammar School Secondary Bo ness Academy The Community School of Auchterarder Grangemouth High School Inverurie Academy Perth High School St Andrew s and St Bride s High School Wallace High School
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  • 10. The argument for GBL Two Key Themes: − The desire to harness the motivational power of games in order to ‘make learning fun’; − A belief that ‘learning through doing’ in games such as simulations, offers a powerful learning tool. These findings frame the three key aspects to GBL: • motivation • skill development • immersive learning environments Kirriemuir & McFarlane, 2004
  • 11. Games as learning systems Games as authoring systems generating artefacts Games as content systems content Games as manipulating systems simulations Games as trigger systems content Games as gateway systems learning technology Games as reflective systems illustration Games as point-of-view systems perspective Games as code systems programming Games as documentary systems documentary Games as ideological systems text Games as research systems research Games as assessment systems evaluation Klopfer, Osterweil & Salen, 2009
  • 12. Games as learning systems Games as authoring systems generating artefacts Games as content systems content Games as manipulating systems simulations Games as trigger systems content Games as gateway systems learning technology Games as reflective systems illustration Games as point-of-view systems perspective Games as code systems programming Games as documentary systems documentary Games as ideological systems text Games as research systems research Games as assessment systems evaluation Klopfer, Osterweil & Salen, 2009
  • 14. Interviews School Teachers Students Leaders 19 48 150 School Visits / Classroom Observations • 4 schools (case studies)
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  • 22. Guitar Hero with Primary 7
  • 23. Guitar Hero with Primary 7
  • 25. GBL approaches... are an excellent opportunity to engage students in activities which can enhance learning and produce a range of educational benefits
  • 26. GBL approaches... need to be well planned and classrooms carefully organised to engage all students in learning and produce appropriate outcomes
  • 27. GBL approaches... build on many children’s existing interests, skills and knowledge and can narrow the gap between children’s home and school cultures
  • 28. GBL approaches... can increase communication between parents and teachers and school leaders and enhance parental engagement in children’s learning
  • 29. GBL approaches... have the capacity to increase teacher motivation
  • 30. Teachers often have to overcome a number of barriers and reservations about using game- based learning approaches in classrooms however, when they do so, they are convinced of the results
  • 31. Teachers need support, from peers, school leadership and outside resources, in order to use games well for learning and mediate them effectively
  • 32. Resourcing game-based learning approaches can be difficult but is often more accessible than other technologies further support would be beneficial
  • 33. Curriculum for Excellence is seen by the people interviewed for the study as an opportunity to try out new things such as game-based learning complemented by emerging Assessment is for Learning criterion.
  • 35. Active learning Increased teacher motivation Authentic learning contexts Interdisciplinary learning Closing the culture gap Levelling Collaboration & cooperation Literacy & numeracy Communication Planning, taking Critical thinking responsibility and Digital literacy skills independent learning Engagement and motivation Preparation for the future Improving relationships Problem-solving, trial & error Increased confidence & self-esteem Pupil-teacher roles Resilience
  • 37. Benefits relating to teamwork & skills for life: •problem-solving •communication •collaboration •negotiation which were observed in various ways by teachers
  • 38. “ Their motivation, you know, they were totally engaged. They were on task, they were very interested in it. They spoke about it a lot.... They were just highly motivated. ”
  • 39. When you see the motivation and engagement for the pupils, I mean that’s your core goal, I think, as a teacher...if you’ve got that, the learning just comes on so much more. ”
  • 40. “ And it was the children who actually organised it themselves...they were dividing their tasks up into you find out ” about this and we’ll do that.
  • 41. ““I saw the [Primary] 2s really using their skills and their language abilities of persuasion and just the way that they were mature enough to negotiate. On the whole, there was the odd one or two that didn’t get on but, on the whole the 2s were very good organisers and they made sure the task actually got done. ”
  • 42. Perceived impact on their teaching: •enjoyment & motivation •classroom management •curriculum organisation •teacher role •teacher skills
  • 44. Probably the best topic we’ve ever done. ”
  • 45. Perceived impact on learning: “ It has [impacted how I learn], because you don’t realise it, but you’re kind of learning the same way as you usually do without a Wii game, but it’s just…it feels like you’re having more fun with it. So it has kind of changed, because I know that now it’s pretty much the same, so now I look ” forward to school a lot more.
  • 46. Perceived impact by students: •physical activity •increased interactivity •increased challenge & connections •visual •greater collaboration •student-driven
  • 47. Perceived learning outcomes: •content •teamwork & cooperation •collaboration •focus & concentration •creativity & imagination •coordination, arguing your case, patience, responsibility, organisation, confidence, life skills…and more
  • 49. Perceived impact on writing: “ You learn how to write, it helps you see the pictures better in your head ” so you can write about it then.
  • 50. Perceived impact on writing: “ [The project/game-play] encourages us to work — instead of being bored writing in the jotter, it’s fun playing the game and the better you get it encourages you to play ” more and want to write.
  • 51. Perceived impact on home game play: “ You play it less, ‘cos you feel like you’ve had a go at it, so you do something else…or you play that game, but you don’t really enjoy it ” ‘cos it’s not the same as at school.
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  • 53.