Tuesday 11 January 2011

Games based learning

Games based learning as expected, had a highly visible profile at this year's Learning without Frontiers festival, in London. Take David Samuelson for example. As Head of Augmented Reality development for Pearson Education, he must have one of the coolest jobs in the world. He gets to explore all the latest possibilities technology can offer to education, and to ask the "what if?" questions each day.
In his invited presentation at today's Learning Without Frontiers festival, David emphasised what his audience already believed - for children, video games are an ideal, natural medium for learning. Kids love playing games, he said, and they learn from them without effort or inhibition. They are often 'in the flow' and don't have any hang ups about expressing themselves. He is interested in mashups - where augmented reality can be embedded within games. It's a new generation of games that is emerging, but with the advancement of games console design, the new 3DS Nintendo screens, and the natural gesture controls of devices such as XBox 360, the time is right. The universal appeal of games must be a natural extension to learning in formal situations. What excites him most is the story telling that is seen in the latest games, for example Heavy Rain.

Another invited speaker at #lwf is Dawn Hallybone, the ICT co-ordinator and senior teacher at Oakdale Junior School in Essex, whom I had the pleasure of meeting at the LWF teachmeet on Sunday night. She had entered into the spirit of the fancy dress teachmeet and was wearing a luminous pink wig. In a very engaging presentation today (without her wig), she talked about playful learning and highlighted how handheld devices such as the Nintendo DS (used in her school as a brain training tool) and games such as Professor Layton puzzle adventure stories can be used to inspire kids to learn a range of key skills such as literacy, numeracy, problem solving, team working and interpersonal communication.

Dawn uses an innovative combination of tools including the Nintendo Wii, to engage kids in scenarios that take on a 3D immersion effect. They become so engaged in their characters and activities, they forget where they are, she explained. Dawn also eulogised over how Twitter has enabled her and her colleagues worldwide to connect and share their ideas on how they are using these tools in new and exciting ways to enhance learning in formal settings. They have set up a games network, pooled their meagre resources, and have purchased a library of games that can then be shared across all the schools that are members of the collective. Long may it continue.

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