In the book Best Practices for Using Games & Simulations in the Classroom there is a ton of great information. For this week's research we focused on guidelines for classroom management, assessment, and use of resources. Below is an outline of the information provided:
Classroom Management:
- Similar to hands-on activities
- Teacher provides focus and expertise to keep things moving along
- Peer tutoring is a natural occurrence during games
- Bullying tends to not be an issue
- Key Findings:
- An actively involved teacher is essential.
- Games encourage peer–to–peer tutoring.
- Set clear behavioral expectations.
- Do not use voice chat. It is a marker of real-world social status
- Encourage real–time conversations about the game–between teams as well as among them.
- Integration with administrative systems is a huge time saver. Reducing the administrative load on teachers removes a significant barrier to adoption.
- Guidelines:
- Teachers are content area experts
- Keep students focused
- Should not delegate either of these roles
- Teachers need to be game experts too
- Teachers need to be actively engaged during game play - game is not babysitter
- Teachers need to be comfortable to facilitate games
- No formal role exists in EduGames for teacher
- Teachers should not play as equals with students - this can distract for subject matter and inhibit and discourage students
- Games allow for collaboration and competition - these lead to natural peer tutoring
- Student teachers focus on how to play the game (rules), how to navigate the software (strategies), and how to score points (math skills)
- Teachers can encourage and actively promote peer tutoring rather than waiting for it to happen naturally
- Setting clear expectations upfront is key to good behavior and management
- Teachers biggest concern is students getting off task - this is not a major concern - just need to be monitoring and helping kids refocus.
- No significantbehaviorall issues have been reported
- Most cyber-bullying takes place beyond the school setting and control
- Discussion boards can cause issues
- Off topic and inappropriate commenting are an issue with using discussion boards and forums
- Issues are best handled one-on-one
- District established policies and standards of behavior should be followed
- Have systems in place to handle issues and communicate with parents
- Empower kids to police themselves and classmates
- No voice chat
- Has been reported to be major issue
- Reflection and Real-time Conversations about the game
- Between players and teams
- Structured discussions
- Help each other better understand the game, content, and how others play
Assessment:
- Games can track and log all actions. THere is potential to conduct extremely sophisticated assessments.
- Key Findings:
- Provide in–game and paper based assessments.
- Game logs can provide a map to assess decision making.
- Use external productivity tools (Word, Excel) to track and synthesize game experiences.
- Assessing 21st Century Skills is an untapped opportunity for games to excel.
- Make assessment results visible to all stakeholders to sustain support.
- Guidelines
- Provide in-game and paper assessments
- Teachers are more comfortable with paper and pen
- Tracking students in-game is deeper than paper
- Using both is like using suspenders and a belt
- Game logs can provide a map to assess decision making
- When and how the students play the game can show how they think and problem solve
- External Productivity tools for tracking and synthesizing game
- Edugames can lead to insights for students and can be effective to show them how to write about their thoughts - chart them - quantify them
- Game logs can be used for reflection and discussions
- Assessing 21st-century skills
- Track decision making strategies and providing feedback to the teacher.
- This use is still in its infancy
- Make assessment results visible to all stakeholders to sustain support
- Assessment needs to prove that what was intended to be learned was indeed learned.
- Administrators and parents want to know that learning is happening.
- Games that are not meeting expectations should be discontinued
- External assessments add credibility
Support Resources:
- Resources are evolving slower than the games. Peer-generated content can be found in blogs and on discussion boards - these are the most useful. Rapid-response user-created content is useful. Students can benefit from these resources as well - as long as they conform to the district policies.
- Key Findings:
- Online content support is the most effective because it is seamless with game play.
- Blogs are a good source information, particularly in an arena that is evolving rapidly.
- Online communities take longer to build for EduGames than for commercial games.
- Discussion boards can be useful for students, but usage needs to be monitored.
- Conferences are good places to meet other practitioners.
- Resources should allow flexibility in how teachers
access content – by lesson or by objective. - Reach out to developer companies. They want to hear from teachers and are accessible.
- Guidelines:
- Online content support is most effective because it is seamless with game play
- Using textbook support can break the focus of the game - in-game support is more effective
- Blogs are a good source of information
- Examples:
- Terra nova
- RezEd
- Educational Games Research
- Dave McDivitt
- Apopnophenia
- Richard Carey
- Education Business Blog
- AHCI Lunch
- Future Making Serious Games
- Online communities take longer to build for EduGames than for commercial games
- Online devotees of commercial games are robust groups of people
- EduGames take longer to build the community because of a general lack of acceptance in mainstream education
- Discussion boards
- Useful to students but must be monitored.
- Researching answers to games where content is expected to be mastered IS learning.
- This research shows motivation
- Using “cheat codes” to access information they have not earned is cheating.
- Evaluate games based on their alignment with learning objectives
- Pick games where there will be stealth learning rather than shortcuts
- Discussion boards offer the most opportunity for bad behavior
- Practitioner Conferences
- Meet like-minded people
- Sessions usually include games related content
- Game friendly conferences:
- ISTE
- Texas Computer Education Association (TCEA)
- Florida Education Technology Conference (FETC)
- National Council of Social Studies (NCSS)
- Games, Learning, & Society (GLS)
- Serious Games Summit at the Games Developers Conference (GDC)
- Budgets often restrict teachers from attending these conferences
- Resources should allow flexibility in how teachers access content - by lesson or by objective
- Online resources provide flexibility in presenting material
- Teachers need to easily find content that speaks to their needs
- Reach out to companies - they want to hear from teachers and are accessible
- Teachers can let developers know what they need in games.
- Small companies are especially interested in feedback
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