Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, 28 November 2012

Authentic learning

In his 1970 book Deschooling Society, the radical philosopher Ivan Illich wrote: 'Most learning is not the result of instruction. It is rather the result of unhampered participation in a meaningful setting. Most people learn best by being "with it," yet school makes them identify their personal, cognitive growth with elaborate planning and manipulation.' 

This is a real challenge to many schools. Some of the most effective learning methods involve students doing and making, problem solving, and playing games, all of which comply with the notion of being in a meaningful setting. This kind of situated learning is powerful because it immerses students in contexts that are authentic. Medical students learn through problem based learning, often a complex situated form of education that places them in the role of decision maker. Pilots do a lot of their training in simulators, where 'real life' problems and challenges can be presented to them, and to which they must respond. This kind of learning, according to Jean Lave (1988), is powerful because it is rooted in context, and avoids much of the abstract nature of content that is delivered traditionally. Brown, Collins and Duguid (1989) agree, believing that authentic learning contexts are vitally important if students are to acquire and develop cognitive skills that are transferable to real world living. 

So how do we bring these powerful ideas into school classrooms? Often, we see children bored or demotivated because they are presented with content that is abstract and meaningless, or without a specific context or 'situatedness'. It's not all bad news though. There is evidence that some schools are beginning to adopt authentic learning methods. Saltash.net, a school near to my home, managed to get around this issue by placing children in situations where they had to use tools and techniques to solve real life problems. In their small working farm located within the grounds of the school, they kept chickens, pigs and goats. The children took turns managing the farm, and were often required to purchase food for the animals, or sell eggs at the market. To do this they needed to know about how a market operates, and had to understand concepts such as supply and demand, profit and loss, sell by dates, and so on. Teaching them how to use an Excel spreadsheet would have been dull and boring if it was kept within the four walls of a classroom or ICT suite. Taking this skill outside and putting them in a position where they had to learn by applying spreadsheets to the problem of buying of corn and the selling of eggs at a good price and maintaining records placed their learning within a meaningful setting. There are endless examples of situated learning in a school near you. 

In one American school I visited, teachers chose two students each day who were tasked to edit and present the following day's morning news programme on school radio. All of the children took it in turns to be the morning DJs and news presenters, and their responsibility was to make sure their school was kept up to date on current affairs through their research, editing, filtering and presentation. Many schools in the UK are adopting the School Radio approach too, and children are relishing the challenge of informing their classmates and teachers, deciding on music playlists, reporting on weather and sport, while acquiring authentic critical, organisational and reflective skills. This is learning by stealth, and it is incredibly powerful.

Ultimately, it is the teacher's role to create learning contexts that support authentic learning. If teachers can situate learning in meaningful contexts and real life (or realistic) settings, not only will students become more motivated, they will also acquire authentic transferable skills that they can call upon for the rest of their lives.

References
Brown, J.S., Collins, A. and Duguid, S. (1989) Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
Illich, I. (1970) Deschooling Society. London: Marion Boyars Ltd.
Lave, J. (1988) Cognition in Practice: Mind, Mathematics and Culture in Everyday Life. Cambridge: Cambridge University Press.

Photo by Cobalt123

Creative Commons License
Authentic learning by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Monday, 12 November 2012

The future of gaming

Games based learning is one of the most important strategies for 21st Century education. We have enjoyed playing games since time immemorial, and video arcade games such as Asteroids and Space Invaders of the 1970's were just the start of the emergence of digital games. Recently, with the development of handheld controls (such as the Nintendo Wii), 3D screens (Nintendo 3DS) and non touch gestural and voice controls (Microsoft's XBox 360 Kinect) games have become increasingly captivating, and have an immersive quality. Games, whether digital or analogue, have the capability to motivate learners, challenge them to improve their dexterity, problem solving and reasoning skills, encourage teamwork and collaboration (Nemerow, 1996) - especially social games such as World of Warcraft or Call of Duty - and performance is under constant peer review. These match some of the key skills required to succeed in the world of work where digital technology is prevalent. Thiagarajan (1998) believes that games have five major characteristics that are important for learning, These are conflict, control, closure, contrivance, and competency. Clearly, digital games have a great deal to offer the future of learning. So what can we expect of games based learning in the future?

Recent interviews in the magazine Short List by Ellison (2012) feature the opinions of several acknowledged video games experts. Ben Wilson, editor of Official Playstation Magazine UK believes that games will continue to improve in quality, with characters exhibiting more realistic human behaviour. Drivers in racing games for example, 'could be pressurised into making errors, footballers might make more realistic runs, or be angered into reacting to a late lunge or a dig in the ribs.' David Darling, who is one of the co-founders of Codemasters, sees games consoles becoming even smaller, and agrees with Wilson that the resolution of graphics will continue to improve. His main contention though is that games will become more augmented, and tied into the human emotions via retinal projection. Darling sees us playing games in the near future by proxy, controlling our avatars from a distance, with our senses stimulated so that we feel we are 'virtually there.'

Brain control is also something predicted by David Cage. The visionary designer who is behind PS3 games such as Heavy Rain and Beyond: Two Souls, believes that in the future, games playing will be radically different, requiring no controls. We will simply think our way around the game using our mind power, using directly implanted sensors. Jon Hicks, editor of Official Xbox 360 Magazine also takes a futuristic view. He feels that we have just about reached the limits of what we can achieve with screens and controllers. The next stage, he says, is to place the gamer even deeper into the virtual world. He believes that motion sensors will use information about our body postures, facial expressions and biofeedback to tap into our emotions, and then do 'amazing or even terrifying things with that information'. Combine this emotion tracking with augmented reality and we are approaching the ultimate experience. 'Imagine a Silent Hill game that can work out how scared you are, and change accordingly' he says, ominously.  

Whatever the future holds for gamers, we can be sure it will be different, more enhanced and more realistic than it is right now. So remember, the next time you venture into Azeroth, or don the hood of Connor Kenway, you may be taking your first steps toward a brave (and very scary) new world where reality blurs with fantasy, and where your learning will never be the same again.

References

Nemerow, L. G. (1996) Do classroom games improve motivation and learning? Teaching and Change, 3 (4), 356-361.
Ellison, J. (2012) You're going to need a bigger living room. ShortList, 8 November, 250, 49-52.
Thiagarajan, S. (1998) Ask Thiagi. Thiagi Game Letter, 1 (4), 6.

Photo by Steve Wheeler


Creative Commons License
The future of gaming by Steve Wheeler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.