INF541 Assessment item 1 – Game-based Learning; Where there is doubt there is freedom!
As a 21st century educator this statement resonates with me. It represents a call to arms. It challenges educators to step away from the pulpit and embrace co-creating learning. My aim in studying INF541 is to determine how game-based learning will allow educators to co-create meaningful, pedagogically sound learning experiences. To learn how to evaluate, use, and hopefully create games that allow my students to become active participants in their own learning.
When thinking about games-based learning, doubt about the pedagogically correct use of games (Resnik, 2004) and the lack of time to investigate and research (Ellis et al., 2006) said games are my starting points. This is largely coloured by the Pedagogy vs moral panic arguments that have manifested with a vengeance in the games-based learning arena, with commentary largely focused on the negative effects of gaming in general (Lieberoth, 2017). Articles, like Smith’s (2016) investigation of the positive outcomes attributed to gaming, are few and far between. This negative eschew is a considerable challenge to any educator who wishes to implement the use of game-based learning within their context. This coupled with the ever-changing landscape within game-based learning negating the relevance of academic research papers with increasing regularity (Becker, 2011) makes it difficult for educators to convince the often stoically sedimentary educational institutions within which they operate to embrace games-based learning (Kılıçoğlu & Yılmaz, 2013). My hope is that my learning and interactions in INF541 will allow me to positively advocate for the implementation of pedagogically relevant game-based learning within my classroom and school.
My own learning through games has been many and varied, but in recent times it has been highlighted through revisiting a classic game from my childhood, King’s Quest (Jeffries, 2009). King’s Quest is an animated graphical adventure game (Jeffries, 2009). Its original creator Roberta William’s wanted to create a multi-linear interactive fairy tale (Jeffries, 2009) within which players complete puzzles and challenges that clear blockages and allow them to complete the game’s ultimate goal. Since revisiting the game and viewing it through the eyes of an educator, I can see the implications for my students. The game requires, literacy, comprehension, problem solving, reasoning perseverance and resilience to determine how to proceed on one of the many pathways open to the player.But the most significant learning curve for me has been the discovery of the community that has grown around the game. The game itself is a single player game, but when one Sunday morning I was completely and utterly stumped on what to do next to advance my quest I entered the online community of King’s Quest. It was within this world that I learnt my biggest lesson, that with the invention of the internet a community of learners were collaborating to help each other succeed. That the learning was happening both in and around the game.
This is my ultimate goal in my own classroom; to create an environment within which my learners learn, but also support and encourage others to learn. King’s Quest a digital one player game has extended my vision of what game-based learning can be and what it can foster in my students.
My ultimate goal is to use the knowledge I gain through the study of game-based learning to embrace the doubt and enjoy the freedom of co-creating with my students.
References
Ellis, H., Heppell, S., Kirriemuir, J., Krotoski, A., & McFarlane, A. (2006). Issues in Digital Technology in Education/Computers in the Early Childhood Classroom – Wikibooks, open books for an open world. En.wikibooks.org. Retrieved 7 March 2020, from https://en.wikibooks.org/wiki/Issues_in_Digital_Technology_in_Education/Computers_in_the_Early_Childhood_Classroom.
Gamespressure.com. (2020). Kings Quest [Image]. Retrieved 15 March 2020, from https://guides.gamepressure.com/kingsquest/guide.asp?ID=31417.
Jeffries, L. (2009). King’s Quest VI. PopMatters. Retrieved 10 March 2020, from https://www.popmatters.com/93339-kings-quest-vi-2496021401.html.
Kilicoglu, G., & Yilmaz, D. (2013). Resistance to change and ways of reducing resistance in educational organizations. European Journal of Research On Education, 1(1), 14-21. Retrieved 7 March 2020, from https://www.researchgate.net/publication/301292908_Resistance_to_change_and_ways_of_reducing_resistance_in_educational_organizations
Lieberoth, A. (2017). Are computer games a teacher’s friend or enemy?. Sciencenordic.com. Retrieved 7 March 2020, from https://sciencenordic.com/denmark-information-technology-researcher-zone/are-computer-games-a-teachers-friend-or-enemy/1450156.
Resnick, M. (2004). Edutainment? No Thanks. I Prefer Playful Learning. Parents’ Choice Foundation. Retrieved 10 March 2020, from http:// www.parents-choice.org/full_abstract.cfm?art_ id=172&the_page=consider_this.
Smith, B. (2016). Computer gamers have an edge in the classroom: study. The Sydney Morning Herald. Retrieved 8 March 2020, from https://www.smh.com.au/technology/computer-gamers-have-an-edge-in-the-classroom-study-20160808-gqnbhc.html.
Thanks Amanda – your passion shines through your words! I hope this subject gives you the ammunition to become a champion of game based learning in your own environment.
Carole