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	<title>edte.ch &#187; Games</title>
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	<link>http://edte.ch/blog</link>
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		<title>What Can We Learn About Assessment From Video Games?</title>
		<link>http://edte.ch/blog/2011/08/08/what-can-we-learn-about-assessment-from-video-games/</link>
		<comments>http://edte.ch/blog/2011/08/08/what-can-we-learn-about-assessment-from-video-games/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 12:21:22 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[assessment]]></category>
		<category><![CDATA[formative assessment]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[learning theory]]></category>

		<guid isPermaLink="false">http://edte.ch/blog/?p=1504</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2011/08/08/what-can-we-learn-about-assessment-from-video-games/' addthis:title='What Can We Learn About Assessment From Video Games? '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>&#160; Through the ongoing debate about assessment via Purposed I came across this presentation from last year by Derek Robertson at the eAssessment Conference in Scotland. There are a few points that I wanted to highlight that are worth drawing out and discussing further. Just to say that, if you didn&#8217;t already know, I am [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2011/08/08/what-can-we-learn-about-assessment-from-video-games/' addthis:title='What Can We Learn About Assessment From Video Games? '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p><iframe src="http://player.vimeo.com/video/22293801?title=0&amp;byline=0&amp;portrait=0" frameborder="0" width="800" height="600"></iframe></p>
<p>&nbsp;</p>
<p>Through the ongoing debate about assessment via Purposed I came across this presentation from last year by <a href="http://twitter.com/#!/DerekRobertson" target="_blank">Derek Robertson</a> at the <a href="http://www.e-assessment-scotland.org/" target="_blank">eAssessment Conference in Scotland</a>.</p>
<p>There are a few points that I wanted to highlight that are worth drawing out and discussing further. Just to say that, if you didn&#8217;t already know, I am an advocate for games based learning and how it can positively impact on the work we do in school, so it was great to see Derek sharing some of what he has learned regarding assessment.</p>
<p>Derek outlines in his presentation what we can learn from games and what they are very good at:</p>
<ul>
<li>Giving dynamic and ongoing feedback</li>
<li>Presenting incentivised learning experiences</li>
<li>Using meaningful profiles and reports</li>
<li>Trusting in the ability of the player/learner</li>
<li>Nurturing growth mindsets</li>
<li>Maximising the potential of peer assessment</li>
<li>Presenting purposeful and relevant learning intentions</li>
<li>Ensuring assessment is not &#8220;done to&#8221; learners</li>
<li>Giving the players the best chance of success</li>
</ul>
<p>If you notice from Derek&#8217;s points he uses the terms player and learner interchangeably as we have to learn to be successful and progress through a game. So it is natural extension that just about all game mechanics pivot around a player being a learner.</p>
<p>The first of Derek&#8217;s points: &#8220;Giving dynamic and ongoing feedback&#8221; is what in my opinion refers to formative assessment. It is the &#8220;ongoing&#8221; assessment that takes place. Lots of the examples he shared in the presentation were in fact summative assessments, goals scored, points in total, notes correct. You may even argue that unlocking badges or bonus material is summative as it is the result of a set of actions within the game; on the other hand it signals progress and is provided on the course to an overall goal. Perhaps here is where the definition becomes a little blurred.</p>
<p>During his Slash-like demonstration on Guitar Hero Derek referred to the summary score sheet including notes completed correctly, but it is the feedback <strong>during</strong> gameplay that interests me the most. The types of &#8220;dynamic and ongoing feedback&#8221; that help a player improve at the point of learning - the summary sheets help us to reflect on how we scored but this is the same as what grade did I get.</p>
<p><strong>Guitar Hero gives all sorts of feedback during gameplay that encourages a player/learner to adjust their play &#8211; this comes through visual cues such as simple traffic light dials, auditory signals from the sound of the correct or incorrect notes being played and of course points and mini-goals that further enhance what can be seen.</strong></p>
<p><iframe src="http://www.slideshare.net/slideshow/embed_code/8703787" align="right" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" width="425" height="355"></iframe></p>
<p>These are all straight forward and can be seen throughout many games &#8211; perhaps it is the timing and overall strategy of ongoing feedback that would reveal something inherently more valuable to teachers. Not just seeing the individual method of feedback in isolation but placing it within the whole picture, the whole plan for supporting new players and helping them to be successful.</p>
<p>Incentives are also important with regard to learning experiences and Derek makes this point in his summary. This is illustrated in more detail by Girlie Delacruz&#8217;s work on&#8221; <a title="Games as Formative Assessment Environments" href="http://www.slideshare.net/g4li/games-as-formative-assessment-environments-8703787" target="_blank">Games as Formative Assessment Environments</a>&#8221; in which she conducted some studies with regard to how formative assessment and feedback affected maths and game performance. They used a purpose built game to learn about fractions and various parts of the game feedback were altered and presented to different groups (see the study detail in the presentation below).</p>
<p>Delacruz summarised the outcomes, explaining that: &#8220;Incentive + Scoring Information is superior to minimal scoring information, with better performance on:</p>
<ul>
<ul>
<li>Math achievement measures</li>
<li>Game play&#8221;</li>
</ul>
</ul>
<p>In the game their is a simple structure to work within and normally a game &#8220;currency&#8221; that can be used to incentivise a player &#8211; in the work from Delacruz it was simply points (see Slide 18) but what would that be in the classroom? Perhaps something meaningful within the topic or project? In a previous post the debate shifted to these short term incentives and <a href="http://www.oliverquinlan.co.uk/blog/" target="_blank">Oliver Quinlan</a> pointed out in a number of comments:</p>
<blockquote><p>Unfortunately points scoring and rewards are in the short term &#8216;easy&#8217; ways for teachers to motivate pupils to do what the are told. Look at the number of &#8216;team points&#8217; and &#8216;star charts&#8217; that exist in primary schools. This may get them to behave in the required way, but it teaches pupils that only things that are worth doing are things that get them a number score&#8230;</p>
<p>I think it is worth bearing in mind always whether we are rewarding children or just bribing them. That is just behaviour, let alone the potential implications for motivation and dispositions to learning that happen if children are trained to only value tangible and quantifiable outcomes like rewards and grades. Dylan William&#8217;s work has shown the impact that losing rewards and grades can have for intrinsic motivation, and focusing attention on learning rather than just the outcomes.</p></blockquote>
<p>Once more it seems we need to strike a balance and create a system that makes best use of incentives for learning as per game design but perhaps addresses what Oliver points out, making them more meaningful and broad so that they do not remain Pavlovian nor isolated within that context.</p>
<p><strong>It would seem that the role of the incentive is crucial in game mechanics and how a player progresses and indeed learns using a game. The question for me would be how do I use these ideas within my own teaching? Do we try and design an incentivised curriculum project? What practical ways can I implement such a system with not only one player but potentially 30?</strong></p>
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			<wfw:commentRss>http://edte.ch/blog/2011/08/08/what-can-we-learn-about-assessment-from-video-games/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
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		<item>
		<title>10 Steps to Take Games Based Learning to the Next Level</title>
		<link>http://edte.ch/blog/2011/02/28/10-steps-to-take-games-based-learning-to-the-next-level/</link>
		<comments>http://edte.ch/blog/2011/02/28/10-steps-to-take-games-based-learning-to-the-next-level/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 19:38:37 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[engage]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://edte.ch/blog/?p=1256</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2011/02/28/10-steps-to-take-games-based-learning-to-the-next-level/' addthis:title='10 Steps to Take Games Based Learning to the Next Level '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>If you carefully choose the right sort of game it will engage the children in your class – in my opinion you have to take that as a given. It is what you do with that engaged group of children and how you make a difference to their learning that counts. Games can be used [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2011/02/28/10-steps-to-take-games-based-learning-to-the-next-level/' addthis:title='10 Steps to Take Games Based Learning to the Next Level '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p><strong>If you carefully choose the right sort of game it will engage the children in your class – in my opinion you have to take that as a given. It is what you do with that engaged group of children and how you make a difference to their learning that counts.</strong></p>
<ol>
<li>Games can be used in isolation – they can be just as effective in single lessons.</li>
<li>Don’t dwell on just the game – think beyond it, how can you leverage that enthusiasm.</li>
<li>Make time for your own play. Set up a different save profile, that way you can stay one step ahead.</li>
<li>Plan ahead, but also decide not to plan! Discovery in gaming is an important part of the experience – sharing the unexpected with your class is amazing.</li>
<li>Explore the literature surrounding the game, online walkthroughs and game manuals are a great way to encourage reading and writing.<img src="http://farm4.static.flickr.com/3189/2477157933_fcc8f0d1f1.jpg" alt="" /></li>
<li>Mimic the immersive nature of the gaming environment in your classroom.</li>
<li>Build displays that develop with time as the unit/game progresses.</li>
<li>Allow the children to play independently as well as in small groups.</li>
<li>Step back and watch the community of practice develop &#8211; you will see children exploring things together, explaining and sharing.</li>
<li>Consider using the game in a different room with a small focus group, which sometimes allows them to have a much more in depth experience.</li>
</ol>
<p><strong>The clearest message from my experiences I can offer is to leverage the children’s enthusiasm into other areas of the curriculum.</strong></p>
<address>Pic: <a href="http://www.flickr.com/photos/60648084@N00/2477157933">get big!</a> by Don Solo - Attribution-NonCommercial-ShareAlike License</address>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Ban Consoles at Home</title>
		<link>http://edte.ch/blog/2009/12/09/ban-consoles-at-home/</link>
		<comments>http://edte.ch/blog/2009/12/09/ban-consoles-at-home/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 19:00:34 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GBL]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://edte.ch/blog/?p=681</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/12/09/ban-consoles-at-home/' addthis:title='Ban Consoles at Home '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>Imagine for a moment you have a Nintendo Wii, or similar, in your classroom (perhaps you do already) which you use for games based learning. Topics or subject units you teach are centred around the use of a specific game and you are in the middle of one such topic. One day a parent comes [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/12/09/ban-consoles-at-home/' addthis:title='Ban Consoles at Home '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p><strong>Imagine for a moment you have a Nintendo Wii, or similar, in your classroom (perhaps you do already) which you use for games based learning. Topics or subject units you teach are centred around the use of a specific game and you are in the middle of one such topic.</strong></p>
<p>One day a parent comes into your class and tells you that as a punishment at home their child is banned from using their own games console. The parent knows about the work going on in your class and wants to know what you are going to do about it?</p>
<p><em>What would you do?</em></p>
<p><strong>This interesting situation was posed to me recently (some of you might be able to figure out in which context) and is completely fictional. Nonetheless it is a very interesting point for discussion with more and more games based learning work going on in schools.</strong></p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Taking the Game out of the Console</title>
		<link>http://edte.ch/blog/2009/11/28/taking-the-game-out-of-the-console/</link>
		<comments>http://edte.ch/blog/2009/11/28/taking-the-game-out-of-the-console/#comments</comments>
		<pubDate>Sat, 28 Nov 2009 20:23:42 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[endless ocean]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GBL]]></category>

		<guid isPermaLink="false">http://edte.ch/blog/?p=586</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/11/28/taking-the-game-out-of-the-console/' addthis:title='Taking the Game out of the Console '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>I have been lucky enough to have developed the use of the Nintendo Wii and DS consoles in our school. We have used the Wiis in our year group in a number of different ways across the curriculum. However the use of Endless Ocean as an integral part of our Sealife curriculum unit has really [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/11/28/taking-the-game-out-of-the-console/' addthis:title='Taking the Game out of the Console '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p><strong>I have been lucky enough to have developed the use of the Nintendo Wii and DS consoles in our school. We have used the Wiis in our year group in a number of different ways across the curriculum. However the use of Endless Ocean as an integral part of our Sealife curriculum unit has really helped me better understand the role consoles can play in the classroom.</strong></p>
<p>As you may have read in my call for Consoles for Classrooms, I believe that the console should have a well deserved place in the primary classroom as a media platform. But it is as much about seeing potential beyond the games. As soon as you get beyond the &#8220;console games engage kids&#8221; you start to explore ways to take the game out of the console. Make the most of the potential it has in the wider curriculum, in the unit or topic and in your classroom.</p>
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<p>Endless Ocean was central to what we were doing, it wasn&#8217;t a bolt on or extra, we had planned for it to be a driving force. But I think what made it so successful and the unit to be so &#8220;joined-up&#8221; was the thought we gave to what we would do in addition to the game. You can see from the images of sealife work and our loooong display board that we fully embraced the opportunities Endless Ocean and Sealife offered.</p>
<p>The right sort of game will engage the children in your class &#8211; in my opinion you have to take that as a given. It is what you do with that engaged group of children that counts. Here are some take-aways:</p>
<ul>
<li>Games can be used in isolation &#8211; they can be just as effective in single lessons.</li>
<li>Don&#8217;t dwell on just the game &#8211; think beyond it, how can you leverage that enthusiasm.</li>
<li>Make time for your own play. Set up a different save profile, that way you can stay one step ahead.</li>
<li>Plan ahead, but also decide not to plan! Discovery in gaming is an important part of the experience &#8211; sharing the unexpected with your class is amazing.</li>
<li>Mimic the immersive nature of the gaming environment in your classroom.</li>
<li>Build displays that develop with time as the unit/game progresses.</li>
<li>Allow the children to play independently as well as in small groups.</li>
</ul>
<p><strong>I suppose the clearest message from my experiences I can give is to leverage the children&#8217;s enthusiasm in other learning opportunities and as the blog title suggests take the game out of the console. </strong></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Consoles for Classrooms</title>
		<link>http://edte.ch/blog/2009/11/11/consoles-for-classrooms/</link>
		<comments>http://edte.ch/blog/2009/11/11/consoles-for-classrooms/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 21:15:47 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[consoles]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GBL]]></category>
		<category><![CDATA[Myst]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://edte.ch/blog/?p=591</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/11/11/consoles-for-classrooms/' addthis:title='Consoles for Classrooms '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>I think that every classroom should have a console. That is basically what this blog post is proposing, you can read on and find out why I think that, but that is it in a nutshell. You could stop reading right now, but please take away that first sentence, those first 9 words and consider them [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2009/11/11/consoles-for-classrooms/' addthis:title='Consoles for Classrooms '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p><strong>I think that every classroom should have a console.</strong></p>
<p>That is basically what this blog post is proposing, you can read on and find out why I think that, but that is it in a nutshell. You could stop reading right now, but please take away that first sentence, those first 9 words and consider them carefully if you do.</p>
<p>I have made the most of games based learning in my classes over the last 3 years and I passionately believe in the impact on learning it has. We have explored the world of <a href="http://edte.ch/blog/category/myst/">Myst</a>, done stealth written subtraction using <a href="http://edte.ch/blog/category/wii/">Wii Sports Golf</a> and even driven a whole curriculum topic with the sheer joy that is <a href="http://edte.ch/blog/category/wii/">Endless Ocean</a>. I have seen our whole Year 4 year group working with their Nintendo DS consoles and using Maths Training everyday. Besides my own use I am always amazed and inspired by the cadre of great innovators using games based learning.</p>
<p><strong>The children become excited, engaged and wrapped up in their learning. They want to do well, they want to find out more, sometimes they don&#8217;t even realise the learning that is taking place because they are so immersed in the places we can take them. They invest in the learning that is going on because the return is something they understand and appreciate.</strong></p>
<p style="text-align: center; "><strong><img class="aligncenter" src="http://farm4.static.flickr.com/3317/3297961043_1ab2a0f94b.jpg" alt="" width="500" height="333" /></strong></p>
<p style="text-align: center;"><a style="color: #000000; padding: 0px; margin: 0px;" href="http://www.flickr.com/photos/7213502@N03/3297961043">Radio Daze</a> by Ian Hayhurst<br style="padding: 0px; margin: 0px;" />Attribution-NonCommercial-NoDerivs License</p>
<p>Gaming on consoles falls into the &#8220;Home&#8221; bracket and not in the &#8220;School&#8221; bracket. For some people those brackets need to be separate. Boundaries never to cross. In my opinion, as educators, we need to open our eyes to the potential gaming can have and merge these two realms. We need to leverage the children&#8217;s natural engagement and use it to their learning advantage.</p>
<p>Six years ago we installed SMARTBoards throughout the school and I also installed video players. In those six years DVD players have plummeted in price. We wouldn&#8217;t be without access to a DVD player now. Broadband in UK schools has become a standard, cheaper, faster and for some countries a basic human right. We wouldn&#8217;t be without internet access.</p>
<p>The internet, the DVD player, the class computer are all platforms to deliver content that makes learning fun or more engaging. So why do we not consider a console in that same bracket? They often do a better job.</p>
<p>In many ways I think that console games like Endless Ocean deliver even richer content because it provides a space that can be defined by the learner. The platform that they are delivered on is cheaper &#8211; a class Nintendo Wii can be less than £150 (with games). I think it provides amazing value for money in the right hands.</p>
<p>I hope that the Building Schools of the Future project in the UK has found that small amount of money to equip classrooms with consoles. Seems a small drop in the millions that have been invested. Yet that small drop can lead to an endless ocean (sic) of learning. (I nearly deleted that one but it is so cheesy it is staying in!)</p>
<p>Is it suddenly some big surprise that games based learning is engaging our learners? Not to me. If not then why is this type of learning still such a niche. I am going to say it again, I think that every classroom should have a console.</p>
<p>You can take away the first 9 words or the last 3, it is up to you.</p>
<p><strong>Consoles For Classrooms</strong></p>
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		<title>Emerging from the Myst: Ambassadors in the land of the little ones</title>
		<link>http://edte.ch/blog/2008/08/03/emerging-from-the-myst-ambassadors-in-the-land-of-the-little-ones/</link>
		<comments>http://edte.ch/blog/2008/08/03/emerging-from-the-myst-ambassadors-in-the-land-of-the-little-ones/#comments</comments>
		<pubDate>Sun, 03 Aug 2008 20:15:57 +0000</pubDate>
		<dc:creator>tombarrett</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Laptops]]></category>
		<category><![CDATA[Literacy]]></category>
		<category><![CDATA[My class]]></category>
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		<category><![CDATA[Games]]></category>
		<category><![CDATA[Key Stage]]></category>
		<category><![CDATA[Key Stage 1]]></category>
		<category><![CDATA[Learning and Teaching Scotland]]></category>
		<category><![CDATA[LTS]]></category>
		<category><![CDATA[Myst]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Year 2s]]></category>

		<guid isPermaLink="false">http://tbarrett.edublogs.org/?p=289</guid>
		<description><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2008/08/03/emerging-from-the-myst-ambassadors-in-the-land-of-the-little-ones/' addthis:title='Emerging from the Myst: Ambassadors in the land of the little ones '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div>This post follows on from the first in my series of reflections about using the PC adventure game Myst in the classroom. In this post I will look back on how our Year 5 children worked with the Year 2 classes in supporting their own Myst literacy unit. I also welcome a school colleague Gemma [...]]]></description>
			<content:encoded><![CDATA[<div class="addthis_toolbox addthis_default_style " addthis:url='http://edte.ch/blog/2008/08/03/emerging-from-the-myst-ambassadors-in-the-land-of-the-little-ones/' addthis:title='Emerging from the Myst: Ambassadors in the land of the little ones '  ><a class="addthis_button_facebook_like" fb:like:layout="button_count"></a><a class="addthis_button_tweet"></a><a class="addthis_button_google_plusone" g:plusone:size="medium"></a><a class="addthis_counter addthis_pill_style"></a></div><p>This post follows on from <a href="http://bit.ly/2bdsNJ">the first</a> in my series of reflections about using the PC adventure game Myst in the classroom. In this post I will look back on how our Year 5 children worked with the Year 2 classes in supporting their own Myst literacy unit. I also welcome a school colleague Gemma Coleman, one of the Year 2 classteachers involved in the project, who has kindly taken some time to reflect on her own experiences of using the game &#8211; you can see Gemma&#8217;s contribution a bit further on in this post.</p>
<p><strong>Scotland</strong><br />
As I mentioned previously the inspiration for working with Myst has come from <a href="http://www.timrylands.com/blog/">Tim Rylands</a>, however much of the finer details of how we might use the game has come from the <a href="http://www.ltscotland.org.uk/ICTineducation/gamesbasedlearning/sharingpractice/myst/pairedwritingactivity.asp">exploratory work documented</a> by <a href="http://www.ltscotland.org.uk/index.asp">Learning and Teaching Scotland</a>. In their accounts of the game they give plenty of details about the use of the game in the classroom with much needed reflection. They also present the idea of using the game with pairs of younger and older children together. The older children guiding the early years pupils in their writing and exploring the game together. It was from this exposition that I began planning an element of collaboration in our own project. Through conversation with the Key Stage 1 literacy coordinator we decided to explore the ideas further together &#8211; I would strongly suggest looking at what LTS has done and consider teaming up with a younger age class if you can.</p>
<p><strong>4 week 2 week</strong><br />
In order for the children in my year group to feel comfortable acting as an expert our Myst unit ran for 2 full weeks before we began working with the year 2s. This is very important as it gave the children time to explore the game themselves and experience understanding the plot and layout of the different levels. Although we spent 4 weeks working with Myst we only had 3 sessions with the younger children. They conducted their own literacy unit with just a single copy of the game and the visits I have mentioned from us. Our own unit could have continued for much longer and initially was planned for a shorter period but I adapted it as it progressed.</p>
<p><strong>Ambassadors</strong><br />
I had this image in my head of the children in Harry Potteresque cloaks walking solemnly, probably by torchlight, with the laptops in their outstretched arms (carrying them correctly of course) to the classes of Year 2 and arriving with great mystery and intrigue. I know that sounds strange but that&#8217;s the way my mind works, seems like the mystique surrounding the game got to me! We didn&#8217;t need the cloaks nor the torchlight in the end. But we did travel with the game to the other classes and it worked out far better then we could have imagined.</p>
<p>I split my class into two groups and took 15 or so down to the Year 2 class whilst the remainder got setup with Angie our TA. The children were responsible for getting their set of equipment ready, for a Myst Ambassador needs: a copy of the game, laptop, headphones, mouse and a map of J&#8217;Nanin (one of the first Ages or levels the children can explore). Once I arrived in Year 2 and the Year 5s had paired off with the Year 2s, I took the remainder of the younger children back to my own class and their adventure began.</p>
<p><a title="DSC00145 by kardon, on Flickr" href="http://www.flickr.com/photos/kardon/2679915790/"><img class="alignleft" style="float: left;margin-left: 5px;margin-right: 5px" src="http://farm4.static.flickr.com/3235/2679915790_29b1a9c50d_m.jpg" alt="DSC00145" width="240" height="180" /></a><strong>Mantle of the expert</strong><br />
In order for the younger children to make the most of the sessions they needed the older pupils guiding and helping them in the correct manner. It was lovely to see how some of the children in my class reacted to working with the 7/8 year olds. The children were in a different role, perhaps out of their comfort zone a little, and they responded really well. They took on the mantle of being the one with the most knowledge and helped and guided the Year 2s in their use. I spent some time helping my classes understand what the role will entail and how best to approach it, the important sense of taking a back seat to the action and guiding their partners to discoveries of their own.</p>
<p><strong>Speaking and communication</strong><br />
In hindsight I think I will place a greater emphasis on the language, speaking and communication that occurs between the pairs of children as opposed to the primary focus on written outcomes. In much of the work the Year 5s did in support of the Year 2s was towards a written outcome, such as helping them to record vocabulary for the different scenes. But there is such rich evidence of speaking and listening in the encounters between the pairs. I would strongly suggest keeping this in mind if you embark on something similar. I would certainly like to just listen and record some of their responses and moments of supportive guidance or curiosity that occur.That is certainly one big change for next time &#8211; it is not all about the writing!</p>
<p><strong>Anyway enough from me as I would like to introduce Gemma Coleman who is currently a Year 2 classteacher at our school and one of the teachers I worked with in this unit. Gemma has kindly agreed to share her own thoughts on using the game in the classroom.</strong></p>
<p><!--[if gte mso 9]&amp;gt; Normal   0         false   false   false                             MicrosoftInternetExplorer4 &amp;lt;![endif]--><!--[if gte mso 9]&amp;gt; &amp;lt;![endif]--> <!--[if gte mso 10]&amp;gt;--></p>
<p><em>When my Year 2 colleague and I were first told about the possibility of using the games-based-learning approach in the classroom, I must admit our first thoughts were  &#8220;its nearly the end of the academic year, we have just gone through SATs, it sounds like a lot of hard work!&#8221;</em></p>
<p><em>However, the more Tom told us about the game &#8211; Myst &#8211; the more our ideas began to develop and our interest turned to intrigue.</em></p>
<p><em>After an initial &#8220;ideas&#8221; meeting with Tom, myself and Cathy (our other Year 2 teacher) we decided that the game would be a great way of stirring the children&#8217;s imaginations in Literacy &#8211; particularly as this year group is very boy heavy, and we are always looking for ways to grab their interest and encourage them to focus on the task in hand.</em></p>
<p><em>Cathy and I took the opportunity to observe Tom teaching his own Year 5 class, using the Myst game through literacy, and it really helped to see the game &#8220;in action&#8221;.  The children were brainstorming adjectives to describe a scene in the game and it seemed to really fire their imaginations. The breadth of language they used was fantastic and it was obvious to see that every child was on task and focussed on what they had been asked to do &#8211; in fact the Year 5&#8242;s were so engrossed in the game, they hardly even noticed we were there!</em></p>
<p><em>In Year 2 we had already planned on teaching a narrative unit, and an instructions unit in our last term of Literacy. We decided that we would try and use Myst to incorporate both of these units and discussed some initial ideas &#8211; however, as this was a completely new approach to literacy, our plans were quite organic, evolving throughout the unit as new inspirations and ideas were generated along the way.</em></p>
<p><em>We decided that we would roll out the unit over a 2-week period, allowing for longer if needed. With our ideas flowing, we were ready to bring Myst to Year 2!</em></p>
<p><em>We decided to use &#8220;Awe and Wonder&#8221; as an introduction to Myst and simply provided the children with a wooden chest containing various artefacts. We were careful not to give the children too many details initially as we wanted them to really use their imaginations and generate their own ideas as to what we could possibly be doing/looking at. The children explored the artefacts, which included a pink crystal, a small padlocked box, a map of a place called J&#8217;nanin, a letter, a book and a globe stand. These were passed around for the children to feel and look at and they were given a few minutes to discuss with their peers what these items could be for.   We did initially intend to introduce the game at the end of this lesson, but the children generated so many ideas that we decided to list some of these on the Interactive Whiteboard and leave it there, ready to lead into the next day&#8217;s lesson.</em></p>
<p><em>Over the next few lessons the game was introduced &#8211; we showed the children the video clip at the beginning of the game &#8211; which they were completely mesmerised by &#8211; and this was used as a basis for some descriptive writing. We wrote adjectives to describe the setting of the game and discussed/wrote about the characters we had met so far, and what part they might play in this adventure story &#8211; we even used some drama, acting out scenes from the game.</em></p>
<p><em>As Tom mentioned in his own blog entry, his class of Year 5&#8242;s came to Year 2 as ambassadors for the game and each Year 5 paired up with a Year 2 child. They worked together brilliantly, with the Year 5&#8242;s showing the Year 2&#8242;s how to navigate through the game, giving advice, support and using excellent language &#8211; while promoting independence by the Year 2.</em></p>
<p><em>Later in the module, the Year 5 children worked with the Year 2&#8242;s again to help them solve a &#8220;barrel puzzle&#8221;. This part of the game was used in line with our work on &#8220;Instructions&#8221;. The Year 2 children had a written outcome of writing instructions on how to solve the barrel puzzle, using clear direct instructional language. Again, this collaboration between Years 5 and 2 worked brilliantly, with some excellent instructions being produced.</em></p>
<p><em>Our grand finale for the Myst module was to inspire the children to write a suitable and fitting &#8220;ending&#8221; to the Myst story. After nearly 2 weeks of exploring and playing the game the children had really gotten into the story and had a really good knowledge of the settings and characters involved.</em></p>
<p><em>As it was nearly the end of the Summer Term we tried to make the written activity as interesting as possible &#8211; as i&#8217;m sure any teacher will know, children&#8217;s interest in academic activities can start to wane at this time of year! &#8211; therefore, instead of simply providing a written story in their extended writing books, we provided the children with &#8220;zig-zag&#8221; booklets, which they wrote in a comic-book style, with colour illustrations and speech bubbles. The children loved these, and took great pride in writing and drawing exciting endings to their Myst adventures.</em></p>
<p><em>Since using the Myst game as a module for literacy, my Year 2 colleague and I have been asked many times whether we would recommend games-based-learning, and whether we would do it again.  Our answer to this would be a definite YES!  It has undoubtedly been a learning curve, and there are probably a couple of things that we would do slightly differently &#8211; as there always is with a new resource or approach to learning &#8211; but in general this form of exploration of a mythical world proved to be an excellent way of really firing children&#8217;s imaginations, and in my opinion, the interactive nature of this approach stirred their interests to a much greater degree than a simple text book might have done. The quality of some of the children&#8217;s written literacy work might not have been any higher than the work they usually produce, however, some of them did produce some great writing and all of the children&#8217;s imaginations appeared to be much more stretched, resulting in them generating some fantastic ideas, and their enthusiasm at such a late time in the year really was electrifying.</em></p>
<p><em>All in all, a very successful module &#8211; and we look forward to using Myst (or similar games-based-learning) in the near future!</em></p>
<p><strong>It is great to hear Gemma&#8217;s perspective on the use of the game with her children and her further reflections. I am sure you will join me in thanking her for taking the time to share it all with us.</strong></p>
<p><strong>In my next &#8220;Emerging from the Myst&#8221; post I will be getting into the details of how we used the game in the lessons, how this effected planning and the balancing act it all became.</strong></p>
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