Bruk av digitale spill i finsk språkopplæring – nettverksseminar
Transcription
Bruk av digitale spill i finsk språkopplæring – nettverksseminar
Rapport 12/2007 ISBN 978-82-7747-155-6 Bruk av digitale spill i finsk språkopplæring – nettverksseminar Etablering av nettverk mellom aktører på språkområdet – finansiert av Nordplus Språk Oppsummering fra et nettverksseminar med finansiering fra Nordplus Språk mai 2007 Ellen Brox Norut Tittel Bruk av digitale spill i finsk språkopplæring – nettverksseminar Etablering av nettverk mellom aktører på språkområdet – finansiert av Nordplus Språk Forfatter(e) Ellen Brox Oppdragsgive Oppdragsgivers Ref Nordisk råds Nordplus språk 1021917 ISSN 1503-1705 Dokumentnr Dokumenttype Tilgjengelighet ISBN 978-82-7747-155-6 12/2007 IT-Rapport Åpen Prosjektnavn Bruk av digitale nettverksseminar Prosjektnr spill i finsk språkopplæring – 334 Nor Dato Versjonsnr Antall sider 30.04.2007 1.0 90 Emneord Noter Distribusjon Rapportsensor Resymé Faglig ansvarlig Innhold 1 BAKGRUNN.........................................................................................1 2 MÅLSETNING ....................................................................................1 3 PROSJEKTET .....................................................................................1 4 FORVENTET OG OPPNÅDD RESULTAT.....................................2 5 OPPFØLGING .....................................................................................2 6 SEMINARET........................................................................................3 6.1 6.2 AGENDA .........................................................................................3 PRESENTASJONENE ........................................................................4 1 BAKGRUNN Initiativtakerne til nettverksseminaret har sammen utviklet et digitalt rollespill til finskopplæring med finsk brukergrensesnitt og norsk og svensk hjelpespråk. Prosjektet ble avsluttet 30.04.2007 og en første versjon av spillet er nå gratis tilgjengelig på Finnet.itek.norut.no. Vi ønsket å få tilbakemeldinger på hvordan det fungerte og diskutere mulig videreutvikling og andre anvendelser før prosjektet ble avsluttet, og planla derfor et seminar hvor vi inviterte parter fra forskjellige miljø i Norden. Seminaret var også tenkt å fungere som en start på et utvidet nettverk med tanke på fremtidige prosjekt med spill i språkopplæring. Vi søkte Nordplus språk om bidrag til å arrangere et slikt seminar, ettersom det ikke var midler i prosjektet. Søknaden ble innvilget, og seminaret ble avholdt i Helsingfors 1.2. mars 2007. 2 MÅLSETNING Målsettingen slik den ble definert i søknaden: Hovedmål med prosjektet er å etablere et tverrfaglig nettverk med tanke på digitale rollespill språkopplæring i finsk og de nordiske språk gjennom et seminar. Utgangspunktet vil være et spill som er utviklet i fellesskap av en gruppe forskere i Sverige, Finland og Norge. Prosjektet vil fremme internordisk språkforståelse i og med at man vil diskutere et digitalt verktøy til finskopplæring hvor hjelpespråk er svensk og norsk. En norsk elev som slår opp en finsk ord i ordboka, vil altså samtidig ha muligheten til å se den svenske oversettelsen. Kanskje samarbeidet vil kunne føre til flere digitale læringsspill på nordiske språk. Verktøyet – og nettstedet med annet materiale - vil også kunne brukes fritt i andre land hvor man har undervisning i finsk som fremmed- eller andrespråk, og vil kunne styrke det finske språks stilling i og utenfor Norden hvis man oversetter hjelpetekster til andre språk.. Metoden og plattformen som er utviklet vil også kunne brukes for andre små språk, som for eksempel de nordiske eller baltiske språkene. 3 PROSJEKTET Søkerne er en tverrfaglig gruppe bestående av pedagoger, språkforskere, lærere, teknologer, kunstnere og representanter for forvaltningen fra Norge, 1 Sverige og Finland. I et Sokrates/Minerva-prosjekt har vi utviklet et enkelt digitalt rollespill (finnes på finnet.itek.norut.no) og et nettsted (www.finope.fi) med materiale til bruk i finskopplæring. Nettstedet skal også fungere som et møtested for lærere som underviser i finsk. Rollespillet er enkelt, men det har vært lagt mye vekt på utforming, språklig innhold og historien som gir bakgrunn for spillet og det mysteriet som skal løses. Vi mener at dette er en spennende metode for språkopplæring hvor elevene kan utfordres på flere plan. Rollespill, også digitale, tilbyr mulighet for å gå inn i andre situasjoner. Samtidig gir spill oppgaver som skal løses ut over det rent språklige, og dette vil gi spillerne inspirasjon til å arbeide for å forstå de tekstene de møter. Spillet er integrert i en LMS. 4 FORVENTET OG OPPNÅDD RESULTAT Et tverrfaglig nordisk nettverk innenfor de fagområdene som trenges for å utvikle digitale rollespill i språkopplæring En av deltakerne sa under avslutningen ”dette er det beste seminaret jeg har vært på, for det så uformelt og alle var ærlige”. Da har vi oppnådd mye av de vi hadde planlagt. Vi fikk flere gode innlegg fra deltakere både om spill og språkopplæring – og om de spesielle utfordringene som følger med spill som i sin natur er ikke-lineære, slik at spillere gjerne støter på språklige fenomener i andre rekkefølger enn det som er vanlig. Det var mange gode diskusjoner underveis. Universitetet i Jyväskylä har fått tilslag på et større nordisk prosjekt for å etablere et nettverk innen spillbasert læring (serious games), og flere av deltakerne på seminaret er blitt invitert med i dette nettverket. 5 OPPFØLGING Vi har samlet inn foiler fra alle presentasjonene, og de er distribuert til alle deltakerne sammen med liste over deltakere og e-postadresser. Flere har også hatt kontakt med hverandre etterpå via e-post og i forskjellige digitale og fysiske nettverk. Folkupplysningssällskapet / KVS foundation fattet interesse for spillet vi har utviklet, og har kontaktet flere parter i Finland for å forsøke å finne noen som kan finansiere det videre. Foreløpig har vi ikke noe konkret, men vi har flere muligheter vi vil forsøke. Det arbeids også for å få en finsk part til å ta over vertskapet til spillet. 2 6 SEMINARET Selve seminaret ble avholdt på engelsk. Bakgrunnen for dette er at det var deltakere fra Finland, Sverige, Norge og Danmark, og det er vanskelig for de fleste finlendere å forstå norsk og dansk. De som var med på seminaret: Antti Kirjavainen University of Jyväskylä - Agora centre Peppi Taalas University of Jyväskylä – Centre for applied language studies Frans Mäyrä University of Tampere – Hypermedia lab Tuija Tammelander Folkupplysningssällskapet / KVS foundation Leena Niiranen Høgsolen i Finnmark Tasha Buch IT-universitetet København Ellen Brox Norut IT Audun Heggelund Norut IT Tuija Mättää Umeå universitet, moderna språk, finska Arja Roth Umeå universitet, moderna språk, finska Marianna Andreassen Fylkesmannen Troms Tapani Mokko Fylkesmannen i Troms / Mokko media Kaisu Tapiovaara Palmenia centre for continuing education, Kouvola Merja Bertling Palmenia centre for continuing education, Kotka Pia-Maria Lausas Kemi/Tornio university of applied sciences Oulu university, department of Finnish, information studies and logopedics Stiina Rantatalo Salla Taavetti Teacher Lyngen and Storfjord via Fylkesmannen i Troms Annikki Komeros Teacher Bjørnevatten via Fylkesmannen i Troms Leena Okko Teacher Pajala via Umeå universitet 6.1 AGENDA Language learning using educational computer games Thursday March 1 Nordic network seminar Helsinki March 1-2 2007 Hotel Arthur Nordplus Språk 09:00 Project meeting FinNet 12:00 Lunch 13:00 Start seminar. Welcome, purpose of Seminar 13:15 Short presentation round, who, from where, background (who, language, pedagogy, expectations) 13:45 Educational games – considerations (Frans Mäyra) 3 14:15 Language learning – what is important (Peppi Taalas) 14:45 Coffee break 15:00 FinNet and SanatOn – the project and the first version of the game Feedback and discussions The game The language The pedagogy LMS integration 17:00 Summing up 17:30 End of day (at the latest) 19:00 Dinner Friday March 2 09:00 Round table – gaming activities and related activities (ICT tools for language learning) by the participants 11:00 Coffee (and checkout) 11:30 Educational games – about / examples (Antti Kirjavainen, Tasha Buch) 12:30 Lunch 13:30 Round table and discussions – ideas for educational games in language learning involving more of the participants including further development of SanatOn, possible funding.. 14:30 Summing up 15:00 End of day 6.2 PRESENTASJONENE Presentasjonene kommer i følgende rekkefølge: 1. Welcome – Ellen Brox 2. Educational games – Considerations – Frans Mäyrä 3. ICT in Language learning – what is important. Peppi Taalas 4. Games-for-learning, prototypes Agora game lab, Antti Kirjavainen 5. Global Conflict Palestine – A process of developing an educational computer game – Tasha Buch 6. SanatOn – The project and the game: Ellen Brox, Kaisu Tapiovaara, Marianna Andreassen, Tapani Mokko, Tuija Mättää, Arja Roth, Pia, Pia-Maria Lausas, Audun Heggelund, Merja Bertling 4 Nordic network seminar Helsinki March 1-2 2007 Nordplus Språk Language learning using educational computer games Nordic purpose • Etablering av nettverk mellom aktører på språkområdet • Å styrke viten om språkene i Norden • Aktiviteter som styrker nordboers forståelse av finsk og andre ikke-skandinaviske nordiske språk Our purpose • To establish a network between the two diciplines – Language learning – Educational games / ICT tools • To get input about our game SanatOn • To spread knowledge about it • Maybe new project ideas? Participants • The FinNet project team: – – – – – – Language Pedagogy ICT Artists Authorities Teachers • Linguists and language experts • Educational game and ICT learning experts Educational Games - Considerations Frans Mäyrä, PhD Professor of hypermedia, digital culture and game studies University of Tampere [email protected] Entering the era of games cultures • The information society has quietly become reality for the majority in younger generations in two principal domains: the use of the Internet, and digital games • Digital games show how computing machinery becomes popular culture, or folk culture • According to studies, almost 100 % of 6-10 year olds plays regularly, and from total Western populations 50-60 % are claimed to be game players (BBC 2005; ESA 2006) • Total turnover of global games industry is estimated to be somewhere near 30 billion euros • There are signs that in addition to leisure, digital gameplay is gradually becoming more pervasive in other domains of life, too Games growing mature, or ‘serious’? • Today’s digital games are popular among the young, but they are not all children’s culture • The average age of game player is estimated to be already above 30 years and it is rising • For many game genres (particularly in ‘casual games’) the typical gamer is over 35 year old woman • Games are increasingly used in advertisement campaigns, political campaigns, to educate people or to gain attention to some issue or other Games literacy • The development of games becoming mainstream media as well as way of socializing and interacting together is related to increasing games literacy • Since 1970s and 1980s, kids have learned while growing up to play certain popular game types, and have added the related skills to their overall repertoire • Games literacy is multidimensional: – basic understanding of play, pretence and imagination, of social gaming contract; functional gaming skills; strategic and meta-level playing skills; social playing skills; creative and productive game skills; games-related media literacy Multidimensional games • When designing or analysing games, it is important to appreciate the multidimensional character of games • All games have at their core the gameplay: the dynamic process of playing, interacting with the game • Digital games have also rich representational layers: games can represent medieval cities, space battles, social life, gold digging, movie industry - pretty much anything can be simulated in games • While playing games, people operate in these two fundamental levels: they interact with the gameplay, and ‘read’ or interpret the simulation or representation in various ways Dual structure • A simplified model of digital games (Mäyrä, Introduction to Game Studies, forthcoming) Educational games • There is rich history of learning through play • A natural, learning-by-doing approach that is the favourite in real life, but sometimes neglected in formal education • Games are powerfully motivational: they both liberate the player into the ‘ludic’ domain of gameplay, and also offer clear goal structures • Game rules offer a way to direct and structure students’ actions, while maintaining their own initiative of action • Games are particularly strong as parts of problem-oriented and collaborative learning processes • A particular skill, or e.g. vocabulary can be trained effectively in the context of educational simulation, or game Past use of games in education • In traditional societies used to train e.g. hunting skills • Classical military training developed the first war games (chess is a highly abstracted war game) • Much use of flight simulators in pilot training • At certain point the commercial entertainment games overcame simulators in technical sophistication and ease of use • Applications to use e.g. Civilization (1991) to learn about wider dynamics of history, or Sim City (1989) to learn about urban planning • Sim City 4 (Maxis/EA) Future of games in education? • Particularly complex processes with multiple interrelated factors and actors are best learned through own experience, as functional simulations • As more of learning resources are becoming digital, and computers, terminals and smartphones ubiquitous, there are more opportunities to exploit powers of digital games in learning • One interesting direction the use of pervasive, or alternate reality games in education • E.g. collaborative challenges of complex puzzles where the use of multiple sources of information, team building, theory formation and testing are required to understand the challenge and overcome it • Studied in IPerG EU project and in MLE (Mobile Learning Environments) initiative Thank you - Questions? References: • BBC (2005) ‘Gamers in the UK: Digital Play, Digital Lifestyles.’ Commissioned by BBC Creative Research and Development, authored by Rhianna Pratchett. Online: http://crystaltips.typepad.com/wonderland/files/bbc_uk_gam es_research_2005.pdf • ESA (2006) ‘Essential Facts About the Computer and Video Game Industry.’ Online: http://www.theesa.com/archives/files/Essential%20Facts%202 006.pdf • Books by: Clark Aldrich, James Paul Gee, Marc Prensky Nordic Network Seminar Helsinki 1.-2.3.2007 ICT in language learning: What is important? Peppi Taalas Centre for Applied Language Studies University of Jyväskylä [email protected] http://www.cc.jyu.fi/~peppi © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies First some definitions • Use of technology for enabling access to education Distance education • Use of technology for learning management and automating routines Management of learning content Administrative aid • Use of technology as an integrated learning tool Aims at structural change in the pedagogical setting Challenge on pedagogical development of F2F teaching Focus from content to learning process Degree of integration varies according to learning goals, learning context and learning content Main point in finding the added value of integration © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Changing notions of language and learning Access Ownership Authorship P.Taalas 2005 © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Multimodal pedagogy (Må (Mångmedial pedagogik, monimediainen pedagogiikka) • Designing for learning Multilayered approach to course design • As the contexts of learning have become more varied, there is an ever growing need for non-linear structures of teaching • Different media are used to enable different working modes that support the different phases of the learning processes. The emphasis is on media selection: a pedagogical understanding of the potential of the various technologies and materials in respect to learning objectives, learning settings and feedback and evaluation. Multimodality is not an end to itself, but a dynamic and multi-dimensional approach to course design and teaching with a goal to support the learning process AND the development of a self-directed learner © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Technology and learner roles • The intentional learner – an individual-cognitive view: the learners become aware of their own actions and plan their learning activities better • The learner as a communicator – social-interactionist view: learning takes place in interaction, through communication and collaboration with others • The learner as experimenter/ researcher: experimentalparticipatory view: the learner gradually develop knowledge of the learning matter through experimentation in a safe environment Taalas, 2003 Pachler&Daly, 2004 © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Holistic thinking Materials Learner guidance Learning objectives Check-points Core content Working modes Feedback & assessment Activities Individual – Group © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Design approach © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Electonic elements: when, where and what? X X X X X © Peppi Taalas 2007 X X X University of Jyväskylä / Centre for Applied Language Studies X Progression of language competences © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Progression continued... • Productive vs. Reseptive skill Which in focus, or both • Skill Which skills in focus How are the specific skills developed • Level Difficulty level Learner styles, motivation • Language content What is the target content for learning © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Learning • Learning strategies How will the strategies develop during an activity ”learner training”, metacognitive skills • Self-regulation, self-directed learning (ability to guide one’s own learning, ability to evaluate one’s own learning, ability to set goals for one’s own learning) • Problem solving skills • Critical thinking skills (and also multiliteracy) • Meaningfulness for the learner (motivation, usefulness) • Authenticity Materials Tasks Audience © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies FollowFollow-up study: teachers’ teachers’ technology use and pedagogical thinking • English teachers in all Finnish vocational schools (vocational, commercial, polytechnics) • First set of data collected in 1994, 2nd in 1997, 3rd in 2001 and 4th in 2005 • Questions about actual use, desired use, support, further training • First three data sets reported in Taalas, Peppi. 2005. Change in the making: Strategic and pedagogical challenges of technology integration in language teaching. Centre for Applied Language Studies. University of Jyväskylä. © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Who are the teachers? 1994 (n=201) 1997 (n=119) 2001 (n=111) 2005 (n=119) School Vocational 107 65 80 93 39 16 - 12 11 163 99 100 35 14 7 186 108 106 15 10 5 Commercial college Polytechnic Gender Female Male 99 11 Language of the school Finnish Swedish 111 8 © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Teachers’ Teachers’ use of techology for administrative purposes 0,8 2005 6,7 1,7 90,8 Inte alls 3,6 2001 Ibland 9 Ganska ofta 87,4 Ständigt 1997 2,5 9,2 1994 16,6 0% 26,9 61,3 25,6 20 % © Peppi Taalas 2007 26,1 31,7 40 % 60 % 80 % 100 % University of Jyväskylä / Centre for Applied Language Studies Use of technology in teaching 3,4 2005 2001 41,5 11,2 33,9 21,2 47,7 31,8 9,3 Inte alls Ibland 1997 16,8 47,1 30,3 5,9 Ganska ofta Ständigt 1994 40,7 0% 8,5 0,5 50,3 20 % 40 % 60 % 80 % 100 % © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Use of Internet/WWW in teaching 2005 31,6 20,4 43,9 10,1 Inte alls Ibland Ganska ofta 2001 1997 12,1 56,1 18,7 32,5 49,6 Ständigt 13,1 12,8 5,1 3,3 1994 0% 95,7 20 % 40 % © Peppi Taalas 2007 0 60 % 80 % 0 100 % University of Jyväskylä / Centre for Applied Language Studies Use of learning platforms Inte alls Ibland Ganska ofta 2005 67,5 2001 15,4 7,7 12,7 0,80,8 85,5 0% 20 % 40 % Ständigt 9,4 60 % 80 % 100 % © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Computer/Internet at home Internet hemma 17,8 3,4 78,8 Nej Ja Tänker skaffa Dator hemma 6,7 0% 0,8 92,4 20 % © Peppi Taalas 2007 40 % 60 % 80 % 100 % University of Jyväskylä / Centre for Applied Language Studies Koo-Kit – study programme (20002000-2006) • Focuses on integrating technology in language teaching and learning • 20 - 40 study points • For becoming language and mother tongue teachers • In cooperation with inservice teachers • Approximately 15 electronic learning modules produced • Net-based MOODI from 2007 on • http://www.solki.jyu.fi © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Organisational development: Language centre at JY university (2001(2001-2005) • Supporting teachers in developing multimodal teaching • Organisational and individual development combined • Pedagogical, technical, collegial support available throughout the process • Shared understanding of the goals • Shared tools and concepts © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Language Compass at the Language Centre • Extension to the physical space Something between the contact teaching and learning platforms • Background in extensive pedagogical development • Offers activites before, during and after language courses http://kielikeskus.jyu.fi © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Towards Future Literacy Pedagogies (2006(2006-2009) © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Tolp project continued • First phase completed A large-scale survey Responses from 740 teachers (both mother tongue and foreign language teachers) and 1400 students Similar question patterns for both teachers and students • Second phase starting soon Qualitative classroom ”interventions” Analysis and evaluation of study materials and strategic documents • Summer school of applied language studies, June 2007 http://www.jyu.fi/hum/laitokset/solki/en/summerschool2007 • More information on the project at: http://ww.jyu.fi/tolp © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Survey structure A. BACKGROUND B. TEACHING • • • • • • • • education (teachers only) years as teacher (teachers only languages use of technology © Peppi Taalas 2007 • • materials working modes learning goals cooperation & integration feedback & assessment beliefs, attitudes C. FREE TIME • • • • University of Jyväskylä / Centre for Applied Language Studies use of media technology skills, needs and interests reading and writing habits beliefs, attitudes Learning materials development • Currently writing a study book series for lower secondary school (grundskolan, åk 7-9) for Finnish as a second language (Writing team: Eija Aalto, Kaisa Tukia, Sanna Mustonen, PT, publisher Otava) • Aiming at a hybrid structure The world around students in the core of the learning materials Net-based extension with no clear border between the book and the net © Peppi Taalas 2007 University of Jyväskylä / Centre for Applied Language Studies Games-for-Learning Development & Prototypes Agora Game Lab Antti Kirjavainen FinNet Network Seminar Topics Our games-for-learning prototypes: Suoseikkailu (Peatland Adventure) Talarius Gameli Our ongoing research for quality process of Player-Centred Design & Development of Games for Learning. Background • Agora Center – Multidisciplinary Research Center in the University of Jyväskylä • Agora Game Lab – Research Unit in AC (and IER) – Digital games – Games for Learning Suoseikkailu (Peatland Adventure) • Story-driven web adventure game • About peatland, it’s origins and ecology • Part of the Virtuaalisuo (Virtual Peatland) virtual learning environment Suoseikkailu (Peatland Adventure) Technology • Web-based Flash game • Game content in XML • Integrated with the VLE Development • Collaboration: – Learning & Pedagogy – Game Dev. – From the concept stage • Iterative Development Talarius • Digital board game creating and playing environment • Multiplayer over network • Provides various choices for game elements, competition mode etc. Talarius Talarius Technology • Client/Server or stand alone • Game content in XML • Development • Original idea from a school teacher • User-centred design • Iterative design, 4 cycles now Gameli • Simulation Game Environment • To experiment with natural scientific phenomena • Allows playing and simulation system creation • Based on WorldMaker (Dr. Nancy Law, Univ. of Hong Kong) Gameli Gameli Technology • Client/Server java program • Cell Automaton-like simulation engine Development • User-centred design: – Science teachers – Students • Common ground for – Natural scientific learning theories – Game design Development Process • Effort to bring together the viewpoints of: – Learning theories and the design of educational technology – User-centred design – Game design & development – Software engineering Process: Goals • Validation in every phase of the process – “Are we making the right kind of product?” – “Are we making it right?” • Validation from multiple viewpoints: – Pedagogy, gameplay, users Process: Methods • Prototyping – Paper prototypes – UI Drawing with users – Iterative Prototyping • User-centred methods – Concept workshops – Testing in Classrooms • Iterative Game Design • Agile Software Development – Test-Driven Development – Short Cycles – Agile Modeling (not just software!) Nordic Serious Games • NICe Project • Start: Spring 2007 (now!) • Goal: To form a network of organizations working in the serious games domain in the Nordic region. Nordic Serious Games • To form new consortia to start new projects in the area • To collect and communicate information in the activities in the Serious Games in Norden – Conference (late autumn 2007) – Community website Thank you! Contact information: [email protected] http://anttiki.wordpress.com/ Agora Center http://www.jyu.fi/erillis/agoracenter/ Agora Game Lab http://www.peda.net/veraja/jyu/ac/agl/ Global Conflicts: Palestine A process of developing an educational computer game Center for Computer Games Research • IT University of Copenhagen • Denmark My background • Research project: “Educational Potential of Commercial Game Technology” IT University of Copenhagen & Serious Games Interactive • Research project on math game for primary school Learning Lab Denmark, University of Education • MSc in IT at the IT University of Copenhagen • BA in Film and Media Studies and Literature Studies Center for Computer Games Research • IT University of Copenhagen • Denmark Project background • PhD thesis by Simon Egenfeldt-Nielsen “Beyond Edutainment – Exploring the Potential of Educational Computer Games” (2005) » Research and development project: Exploring the Potential of Commercial Game Technology • Collaboration between Serious Games Interactive and IT University of Copenhagen • Sponsors: Danish Research Agency, Ministry of Education, Media +, Danida • Partners: Electronic Arts Europe, UN Association, School book publisher Alinea • Technology: UNITY by Over The Edge Center for Computer Games Research • IT University of Copenhagen • Denmark The challenges of educational computer games Problems with integrating games in classrooms • Complexity & branching in content • Triggering reflection • Technical problems • Keeping game serious, but engaging • Linking to teaching, textbooks and curriculum • Balance between points, score and learning • Teachers reluctant to engage with games Center for Computer Games Research • IT University of Copenhagen • Denmark The vision • • • • • Growing out of international groundbreaking research Strong testing, validation and user involvement Strong mix of competences: Game developers, School publisher, researchers, educators, content experts Global outreach through strong network & good media coverage on company and project Strong technology and access to support (UNITY) • Next generation educational games based on commercial game technology • Creating a prototype to explore design, development and use Create computer games with an agenda beyond entertainment Center for Computer Games Research • IT University of Copenhagen • Denmark Research goals • Explore whether educational computer games have a future in the educational system and the form it may take. • Explore, develop and implement a prototypical educational computer game, examining the challenges and possibilities in development process and the educational use of the game • Provide a foundation for a serious games research-based industry through a prototype convincing other developers of the potential in developing educational computer games beyond low-budget titles Center for Computer Games Research • IT University of Copenhagen • Denmark Intented learning process • • • Move from abstract history/citizenship teaching to concrete Audiovisual, safety, challenge, interaction, feedback Strong game universe: Compelling, realistic, engaging Reflective observation Group work Concrete experiences Lecture Abstract concepts GC: Palestine Based on Kolb, 1984 Active experimentation Center for Computer Games Research • IT University of Copenhagen • Denmark Theme of game: Global conflicts • Interesting & exciting learning material • Easy to apply in cross-disciplinary teaching, e.g. the game can be used in various subjects such as History & Citizenship (mainly) but also in English, Danish, Media subject, Religion. • Easy to find interesting material for RPG game • Potential trigger for reflection and discussion Center for Computer Games Research • IT University of Copenhagen • Denmark Testing process 1st round: Testing preliminary game prototype on 3 upper secondary school classes (aged 16-20) » adjusting prototype 2nd round: Testing more mature prototype on 3 lower secondary school classes (aged 14) » adjusting prototype 3rd round: Testing gamers from youth clubs » adjusting game for the final version Center for Computer Games Research • IT University of Copenhagen • Denmark Results from the evaluation test • • • • 85% students find it to be an interesting course 72% students find the game is an interesting educational material Problems: 58 % of students find they learned more than usually 89% of students want to try a similar course again » Can we use these numbers for more than promotion, e.g. for making better games? » Does these answers say anything about how good the game is as educational computer game? Center for Computer Games Research • IT University of Copenhagen • Denmark So, what did I learn from the process? The argument for using computer games should evolve from: • What difference for the didactical process can computer games make for the respective subject, find the quality of he computer game – if you can’t answer this, don’t bother to make a game! The purpose of education: • Don’t we want our pupils to become autonomous grown up human beings? How can we apply that on developing educational computer games? Look at “reform pedagogics” Center for Computer Games Research • IT University of Copenhagen • Denmark Next step • Serious Games on a Global Market Place A collaborative research project involving University of Education, IT University of Cph., University of Southern Denmark & industry: » Global Conflicts: Palestine (Serious Games Interactive) Subject focus: History, Citizenship » Mingoville (Danish E-Learning Centre) Subject focus: English Language learning » Digital play objects (Maersk Institute, Kompan, Tricon) Informal learning on movement and play • • • Budget: 30 Million DKK Purpose: conducting international testings » cross-national method for developing Educational computer games?? Involving 4 PhD students and 2 post docs Center for Computer Games Research • IT University of Copenhagen • Denmark Thank you! Contact info: [email protected] Blog: http://tashabuch.wordpress.com LinkedIn: http://linkedin.com Serious Games Interactive: http://seriousgames.dk Center for Computer Games Research: http://game.itu.dk See also http://watercoolergames.org for other educational games Center for Computer Games Research • IT University of Copenhagen • Denmark SanatOn Game from the Minerva project “Network for teachers of Finnish as a second or foreign language” This project has been funded with support from the European Commission Partners and main responsibilities • Norut IT – ICT and management • Umeå University – language contents • County governor of Troms – idea, manuscript, illustrations • Kemi-Tornio University – illustrations, dialogues • Palmenia centre for continuing education – training of teachers, web centre The project • 2 years • Multi-disciplinary from 3 countries: – – – – – – – teachers pedagogues artists ICT developers narrators language experts representatives from government – students Some challenges • • • • • • • Suitability for the school curriculum Assessment of learning Entertaining educational games Gender consideration Teacher confidence Different levels at same age Scarce resources The idea • Computer role-playing game • Local culture • Follow European language portfolio Methodology • Kaisu Background and manuscript • Marianna and Tapani Sanaton Exercises ELP – The European Language Portfolio Common European Framework of Reference Level A2 Basic User A2 Can understand sentences and frequently used expressions related to areas of most immediate relevance (e.g. very basic personal and family information, shopping, local geography, employment). Can communicate in simple and routine tasks requiring a simple and direct exchange of information on familiar and routine matters. Can describe in simple terms aspects of his/her background, immediate environment and matters in areas of immediate need. Reading I can read very short, simple texts. I can find specific, predictable information in simple everyday material such as advertisements, prospectuses, menus and timetables and I can understand short simple personal letters Listening I can understand phrases and the highest frequency vocabulary related to areas of most immediate personal relevance (e.g. very basic personal and family information, shopping, local area, employment). I can catch the main point in short, clear, simple messages and announcements Writing • I can write short, simple notes and messages relating to matters in areas of immediate needs. • I can write a very simple personal letter, for example thanking someone for something Pilot Group - Teachers in Norway - Teachers in Sweden - Questionnaire - special difficulties? The Questionnaire • Limited vocabulary • Slow readers • The difference between spoken language and standard Finnish • Syllables • Short/long wovels and consonants • Wovels o, u, y e, ä • Diftongs ou, uo • Flexion of nouns and verbs • Questions, question particle Themes • • • • • • At home At school Basic facts about Finland Geography (Nordic countries) Nordic Nature Environmental protection ”light” Hot potatoes • The Hot Potatoes suite includes six applications, enabling you to create interactive multiple-choice, short-answer, jumbled-sentence, crossword, matching/ordering and gap-fill exercises for the World Wide Web Level of difficulty 3 levels: • Green • Yellow • Red Grammar Book Pronominit Pronomineja käytetään substantiivien sijasta. Esim. Liisa on tyttö. Hänellä on koira. minä sinä hän me te he Nämä ovat persoonapronominit. Word List sana tekstissä perusmuoto sanaluokka ruotsiksi asiaa avulias harmi hassua kuvailla lapsenlapsi miellyttävä parasta puuttuvat valitettavasti asia avulias harmi hassu kuvailla lapsenlapsi miellyttää paras puuttua valittaa s a s a v s v a v v ärende hjälpsam harm: synd konstig beskriva barnbarn trevlig bäst saknas beklaga: tyvärr ?????? How shall we go on? Dialogues and illustrations • Pia-Maria Technology • OpenSource • DimensioneX - Cris, Italy – Bologna – Java / Tomcat – http://www.dimensionex.net/ • Moodle – PHP / mySQL / Apache – http://moodle.org/ JavaScript & Flash XML extension plugin Teacher training The web site: www.finope.fi Assessment of learning • • • • Login via LMS Moodle – one login Nickname in game Use folders for results Can log “everything” The game