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GAme-Based Rich Interactive Enhanced Learning
The missing piece in Higher Education
Anne-Gaelle Colom
June 24, 2010
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34 slides
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GABRIEL GAME-‐BASED RICH INTERACTIVE ENHANCED LEARNING
THE MISSING PIECE IN HIGHER EDUCATION Anne-‐Gaelle Colom Teaching Fellow ECS -
Outline § Aims of this talk § Background
§ Game-‐based Learning § Demonstration & Hands On § Student Feedback § Conclusions -
Aims of this talk § Introduction to Game-‐Based Learning
(GBM) § Demonstrate examples of game-‐based teaching units developed and used in ECS (Level 4) § Raise the profile of the GABRIEL project -
Background Issues: § Some students fail to understand
fundamental concepts and are too afraid to ask (especially in large classes) § Some students fail to engage with their studies § University moving towards ú student-‐centered learning ú technology enhanced learning § How do we utilise technology to help address these issues? -
Some quotes… § “I hear and I forget. I
see and I remember. I do and I understand.” Confucius. § “People remember 20% of what they see, 40% of what they see and hear, but about 75% of what they see and hear and do simultaneously” (Lindstrom, 1994) -
Learning § “Knowledge and Understanding can only be
constructed by learners themselves” (Holzinger 2002) § “Students consider interactivity extremely important” (Holzinger & Ebner 2003) § “Memorable educational experience should be enriching and enjoyable” (Shneiderman 1998) § Learning is an active process § Student motivation is an important factor § “Carefully designed interactive units can help the learning process” (Ebner & Holzinger 2007) -
Game-‐based learning § Can help create a motivational environment
for learning and make the activity enjoyable § Essential characteristics: ú Challenge ú Curiosity ú Reward ú Stimulation § Very close to problem-‐based learning: a specific problem scenario is placed within a play framework -
Game-‐based learning § Past successes in Civil Engineering indicate*:
ú Students need to be motivated to play ú Game has to be useful to students ú Available any time anywhere ú Short play time ú Competition * “Successful Implementation of User-‐Centered Game Based Learning in Higher Education: An Example from Civil Engineering”, Ebner & Holzinger, Computers and Education, November 2007 -
Games… my experience § First hand-‐held games console
(11-‐15) § Computer Games (15-‐17) § Nothing for 15+ years until…. Nintendo DS § Wii § Facebook games § iTouch § iPad -
Games… I’m not the only one § Colleagues
§ Children § Students § Research indicates that one of the barriers for the adoption of game-‐based learning is the narrow demographic of traditional games players § However, games are now becoming a widely accepted medium that are played by a wide demographic of people due to several factors § Computer games are becoming part of our cultural heritage along with medium such as cinema and an art form in its own right -
Web-‐based approach § Readily available (anywhere anytime) §
Works anywhere with internet connection ú University classroom/lab ú Student home ú Halls of residence ú Internet café § Students can play at their own pace and in their own environment § Very capable in terms of rich user interface and interactivity -
Demo § Puzzles used with Level 4 students on
Web Technology module § Taught across 2 sites § Total of 185 students § Demo1 § Demo2 § Demo3 § Demo4 § Demo5 § Demo6 § Demo7 -
Student Consumption (185 students) Title No. Views
Time spent Puzzle 1 209 60h 36m Puzzle 2 148 92h 33m Colour Puzzle 124 46h 16m Puzzle 4 101 41h 43m Total 582 241h 8m -
Student Feedback § “They are great concept to enhance
the learning experience for the student” § “AMAZING!” § “I really enjoyed them, they were fun and helped with my understanding” § “Overall it was great and different than other modules a new technique of teaching students and a way of learning independently without feeling shy to ask anyone and being able to do the puzzle and enjoy and learn at the same time in their own time.” -
Puzzle process Require-‐ ments from Lecturer
Puzzle Content and Media Create Learning Unit (code) Upload code to Web Server Students Consume Learning Unit -
Who can help you build a puzzle? §
Today: ME J § Tomorrow: GABRIEL -
Who is Gabriel? § Project Team: ú ECS:
Anne-‐Gaelle Colom*, Phil Trwoga ú SSHL: Catherine Loveday*, Richard Hennebert ú LS: Mark Clements*, Derek Renshaw ú Software Developer § Project submitted to Westminster Exchange in 2010. § Outcome: Not successful § Reasons: ú “the methodology focused on development ‘actions’, rather than rationale of methods” ú “lacked detail on student participation” *Teaching Fellows -
Where will you use these learning units? §
Sequences ú Chronological events ú Processes ú State-‐dependent processes ú Spatial problems ú 1D – 2D ? -
Where will you use these learning units? §
Fill-‐in the gap ú Definitions ú Sentences with gaps ú Ideal for languages ú Word to picture association -
Conclusions § I have developed some learning units that
provide students with: ú Extra support for fundamental concepts ú Has received excellent feedback from students § In a process of review and enhancement § Will create an example in the field of cognitive science this summer § Our goal is to find funding for this project and develop this framework to make it easy for practitioners to develop their own learning units -
Thank you for listening -‐ Questions? § Contact
Details: ú Anne-‐Gaelle Colom ú School of Electronics and Computer Science ú Ext. 3853 ú Email: [email protected] ú Demo is available on the Google Apps site