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Computer Game Based Learning

Background. Can computer games provide a beneficial learning experience?How can they be implemented in to the curriculum?What would be the best way to do this?. Outcomes of the session. To identify strengths and weaknesses with using games in the classroom.to be able to identify areas in the c

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Computer Game Based Learning

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    1. Computer Game Based Learning James Deeming

    2. Background Can computer games provide a beneficial learning experience? How can they be implemented in to the curriculum? What would be the best way to do this?

    3. Outcomes of the session To identify strengths and weaknesses with using games in the classroom. to be able to identify areas in the curriculum/ subjects where computer games could be used.

    14. Benefits of using games for learning. Games come in such a range they appeal to both males and females. THEY ARE FUN!! Less Human, Fantasy Worlds, where they socialize with different people could develop social skills. they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Williamson Shafer, D (2004)

    34. DS Game Maker DS Game maker software that allows you to create your own Games and play them using the Nintendo DS. Engaging Choose your content of game Cost effective Can be complex to use Cost of DS consoles is an initial expense.

    38. CRIMSON ROOM http://escaperoom.net/play-17-CRIMSON-ROOM.htmlhttp://escaperoom.net/play-17-CRIMSON-ROOM.html Go to this web address and play the game.

    39. CRIMSON ROOM What skills? All were extremely motivated All reading text on screen All quite at the start 2 minutes in pupils exchanging information How do you do this? Where did you find that? 5 minutes in students are working together to find web address 7 minutes gone all students are discussing what each object is for or could be used for. One student specifically asked if he could go ad help another. 15 minutes one student started looking at a walkthrough guide on internet. Student jumped to next stage and imediatley shared this with the group. All students were asking questions throughout the task. One student did not want to remove themselves from the game.

    40. CRIMSON ROOM What skills were displayed during this task: Communication Co-operation Team work Problem solving Independent research Literacy skills Peer Assessment These are all skills we try to include in our everyday teaching

    41. What I have done Nintendo Ds consoles and selection of games Set a small group of students on various tasks using the games selected. Maths challenge on Football Director DS Maths challenge on Hotel Manager Art Classes using Art Academy. English Tasks using Super Scribble Naughts Research their own project based on game. (Tangential Learning) Creative writing (Diary of a Soldier)

    42. What I have done Set up a games club Review computer games and display in library (available to play at lunch times and break times) Read interactive books during Form time Brain Training during Form Time Create games cover for new games

    43. Conclusions Students do not like the control element Good intervention, brain training, encourage reading Difficult to define outcomes Content is not always relevant Some of the games are not suitable to base whole lessons or schemes of work around.

    44. The way forward Create own Games. Content can be chosen Easy to base lessons and projects around End result = a bank of educational games with specific content specific to subjects.

    45. Thanks jdeeming@henleyhigh.com

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