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Agenda

Agenda. Section 1: What is it? Section 2: What we know? Section 3: Why it does not happening. Lesson #1: there are different uses. Games are a multi-dimensional beast Including games to enrich existing curriculum Making games about relevant curriculum

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Agenda

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  1. Agenda • Section 1: What is it? • Section 2: What we know? • Section 3: Why it does not happening

  2. Lesson #1: there are different uses • Games are a multi-dimensional beast • Including games to enrich existing curriculum • Making games about relevant curriculum • Using games directly to learn curriculum

  3. Lesson #2: many teachers use it • Several studies indicate around 60% teachers • Very few teachers are dismissing it • Adaptation varies with countries • Almost all use curriculum games • Favourites are still training (math & spelling) • Use is almost exclusively in early school years

  4. Lesson #3: need to keep learning • Challenge player to use knowledge actively • Make learning contents explicit • Make integration between learning & playing • Focus on learning for both verbs & substantives • Debriefing is a pre-requisite for effect

  5. Lesson #4: must keep engagement • Real consequences in the game • Strong and constant feedback loops • Visually attractive • Maintain relevance and authenticity • Use both extrinsic & intrinsic motivation

  6. Lesson #5: how to distribute – few roads • Browser-based solutions is a must • Channels are still missing • Education is more local than global • Curriculum differences major obstacle • Traditional publishers are not the answer

  7. Lesson #6: barriers often ict not games • Computer equipment is not good enough • Installation & licensing is difficult • Own lacking skills are perceived as barriers

  8. Lesson #7: convince people = show them • Get them in front of the games • Get into the teacher seminars • Create good cases with other teachers • Involve teachers in development

  9. Lesson #8: but it works • Evidence retention is better • Indications transfer is better • Student more motivated to learn • Students feel closer to the content • Student perceive they learn more • Teacher’s can reach challenged learners

  10. summary • Lesson #1: There are different uses • Lesson #2: Many teachers use it • Lesson #3: Need to keep learning • Lesson #4: Must keep engagement • Lesson #5: How to distribute – few roads • Lesson #6: Barriers often ict not games • Lesson #7: Convince people = show them • Lesson #8: But it works

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