Sadly, my engagement with INF541 has not been the same as with previous subjects. Juggling an (unexpectedly) increased load at work, study, and family life this session has been quite difficult. The content has been intriguing and I am disappointed that I was unable to connect more closely during the past couple of months.
Game based learning, through readings completed, have shown numbers of applications through problem based learning, connected learning, social and emotional learning, new media literacies, and 21st century learning. A recent report by the World Economic Forum (2016) actually discusses the positive use of educational technology (pp. 28-29) in social and emotional learning, and more specifically, the importance of strategy games within the curriculum and inquiry based learning (pp. 10-12).
The reflection on Module 1.1 provoked exciting ideas. I could see so many possibilities to embed game-based learning (more specifically, Minecraft) into my teaching and learning. On top of the usual Prezi presentation and written work, the group work assessment task for my Certificate II students could expand and allow them to create their 21st century school library in a virtual environment. It would foster critical thinking and collaboration (21st century learning skills and also touching on SEL) within the group and provide demonstration of their digital devices competency for their VET outcomes. An amazing opportunity to allow students to provide a ‘walkthrough’ of their perfect school library! Guidance from Gee’s article (2014) would be useful to ensure appropriate introduction and crafting of lessons around the curriculum in place.
It was quite enjoyable to identify GBL classroom applications against the General Capabilities of the Australian Curriculum. I surprised myself at how easily these ideas developed after consideration and reading from the modules. High hopes were also had in this second INF541 blog post to immerse myself in Minecraft and investigate my personal thoughts around teacher reluctance (particularly in senior secondary) to take on GBL. After the readings undertaken this session, I’m still convinced that the two key factors aresocial constructionism and infowhelm. I believe there is still scope there to mount some action research but it will realistically have to wait until after my MEd studies are completed.
Social inclusivity and social and emotional learning are more prevalent pedagogies for educators to instill and incorporate in their everyday teaching. They sit quite nicely alongside participatory and personalised learning as pedagogical constructs, and resonate with me in my current school, where our new school motto ‘Learn Thrive Connect’ drive this within our student population. Dweck’s Growth Mindset theory is part of our positive psychology focus for Semester 1 and I can see great potential in embedding GBL as part of this focus. I also see Jenkins’ New Media Literacies (2006), particularly those of Simulation and Collective Intelligence sitting strongly alongside this way of thinking.
Not being a gamer, the week of Ingress didn’t overly capture my interest. At first, I was eagerly downloaded the app and searched avidly for portals in my immediate environment. I even stopped into a portal at the back of my children’s school as it was on the way back to the car after drop off. After that, the fun wore off.
It was an excellent way to engage INF541 students in the possibilities of game based learning in the curriculum, however, and my mind fired with examples of subject areas where this could engage students. I could see applications for outdoor education (particularly for orienteering and geocaching), geography (getting to know your local area through portal visits), PE (getting out and about rather than sitting on the couch at home), team building (choice of team – Enlightened or Resistance?), Ethics (why choose a particular team? What are the morals and ethics around your choice?), written application to join a particular team (English – persuasive text), and even library orientation! There was even connection back to 21st century learning skills (the 4Cs) and a SEL core competency (social interaction) when reading through the Agent Protocol listed on the Ingress site.
References
CASEL. SEL Competencies. (2016). Retrieved from http://www.casel.org/social-and-emotional-learning/core-competencies/
Gee, J.P. (2005). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37. Retrieved fromhttp://dmlcentral.net/sites/dmlcentral/files/resource_files/GoodVideoGamesLearning.pdf
Gee, J.P. (2014). Games as well designed teaching and learning. P21 Blogazine, 1 (8). Retrieved from http://www.p21.org/news-events/p21blog/1511-gee-games-as-well-designed-teaching-and-learning
Korodaj, L. (2016, March 5). INF541 Blog task #1: are digital games being overlooked in ‘digital education’ reform? [Blog post]. Retrieved fromhttp://thinkspace.csu.edu.au/emusings/2016/03/05/inf541-blog-task-1-are-digital-games-being-overlooked-in-digital-education-reform/
Mojang AB. (2016). Minecraft. Retrieved from https://minecraft.net/
New Media Literacies. (2006). Create Circulate Connect Collaborate. Retrieved fromhttp://www.newmedialiteracies.org/the-new-media-literacies/
World Economic Forum. (2016). New vision for education: fostering social and emotional learning through technology. Retrieved fromhttp://www3.weforum.org/docs/WEF_New_Vision_for_Education.pdf