This week the topic of
focus was Games Based Learning (GBL) within the primary school
classroom. I had some previous knowledge to build from as we had had a lecture
on this earlier in the year and we also had a guest speaker, a fourth year
student, come to tell us about her experiences of using GBL on her placement.
The games which the speakers informed us about were ‘Dr Kawashima’s Brian
Training’- used to improve maths skills, ‘Nintendogs’- which taught younger
pupils about caring, and ‘Guitar Hero’- which was used to ease transition from
P7 to S1. The software which I have chosen to elaborate on is Brian Training,
presented to us by David Miller. Click the link to go to Report:
‘Dr Kawashima’s Brian Training’ is known as a COTS game,
which is created for commercial use but as a teacher we must have the knowledge
to manipulate the game so it is suitable to enhance the learning in schools.
The research carried out by Robertson and Miller (2011) and it involved 634
primary 6 pupils in 32 schools. The aim was to find out if the Brain Training
would improve their number skills and to carry out this the participating
pupils did a number test at the beginning of the 9 weeks. The pupils then
played the Nintendo DS for 20 minutes every morning with one brain age check a
week. At the end of the term the pupils retook the same number test which they
sat at the start, and the Nintendo group scored 50% higher than the control
group. This demonstrates how using an electronic game can improve children’s
academic skills significantly. Here is a video clip which was used to introduce the key concepts of the game to us:
The prospect of using
games in class would be beneficial to children as it offers a multisensory,
engaging experience. Solomon and Schrum (2007) suggest reasons for
this in their book, “Players get feedback throughout the game letting them know
whether the strategies used are helping to achieve the objects. Games are built
on one or more challenges and have an engaging sequence that keeps the player
interested.” (p.90). This instant feedback has the potential to improve pupils
self-esteem because they are getting more competent as they improve. Throughout
the lectures the concept of Social Constructivism in relation to GBL was
discussed, as children who were skilled in the game were beginning to teach
other children how to play it. Learning and Teaching
Scotland (undated) promote GBL and the elaborate on this on their website,
“This framework requires the active involvement of the children in the
construction of their own meaning, understanding and developing skill set.
Inherent and fundamental to social constructivism is the idea that we also must
appreciate that the learner does not operate in a dry theoretical vacuum but
within a complex and dynamic social framework.” (no page given). This also
interlinks with Bloom’s Taxonomy (1956) which focuses on
creating higher order thinking through activities and questions. This can be
carried out in the class through creating follow activities to extend the
knowledge on the software. Therefore, it is vital to have the GBL
contextualised and embedded in the curriculum and this will also aid the
children to develop transferable skills. Prensky (2006) refers to this notion
as situational awareness “Game players get good at taking in information from
many sources, pulling together date from many places into a coherent picture of
the world, and making good decisions quickly” (p.6). This demonstrates how
using GBL can establish lifelong skills for pupils which can be applied in
other areas of the curriculum.
In relation to Curriculum
For Excellence GLB marries up with the Principle of relevance
as ‘digital native’ children of today are bombarded with computer games. The
Scottish Government (2004) explain this, “They should see the value of what
they are learning and its relevance to their lives, present and future.”
(no page given). In addition, as it is so relevant to the learners’ lives they
would become more engaged and motivated by the learning taking place. This is
then backed up by Buckingham (2007) in his book, “By building connections
between classroom uses of technology and children’s out-of-school experiences,
they have been regarded as a way of capitalizing on the benefits of ‘informal’
learning, and of validating the diverse ‘learning styles’ of different
students.” (p.117). Buckingham
(2007) also discusses GBL in his book and explains how the game would meet the
Principle of ‘Personalisation and Choice, “Yes games also appear to permit more
personalized forms of learning and to accommodate different learning styles;
and they are often seen to embody the more ‘informal’ approach that educators
are keen to co-opt.” (p.102). In addition, the use of games met the capacities
of the Curriculum too. For example the Curriculum should enable learners to
become ‘Successful Learners’ as metacognitive awareness, a higher order
thinking, is developed which allows them to consider their role in the teaching
and learning process.
On the contrary to this, there are obstacles which would
limit the use of GBL in the primary classroom. A principal issue is cost; it is
incredibly money consuming to provide a game and console of a class of pupils. Freitas
(2006) lists the barriers of using this method in education and one of which
is, “access to the correct hardware including PCs with high end graphics video
cards…” (p.16). I believe, however, it is possible to overcome these hurdles
with the correct management of the devices, for example giving classes time
slots for use and the correct support and training days for staff.
To conclude, I am excited about the prospecting of using
GBL my career and I believe it is an motivating way for children to gain and
improve on numerous skills. It is also very relevant to current education as it
meets the principles of the Curriculum.
For an reflection on the ‘Guitar Hero’ project see Ashley's Blog
References
Buckingham, D. (2007). Beyond Technology. Cambridge: Polity Press
J, Freitas (2006). Learning
in Immersive Worlds: A review of game-based learning. Available at: http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf
[Last accessed 07/02/12]
Prensky, M. (2006).
Don’t Bother Me Mom- I’m Learning.
St. Paul: Paragon House.
The Scottish Government (2004). How is the Curriculum Structured? Available at: http://www.ltscotland.org.uk/understandingthecurriculum/howisthecurriculumstructured/principles/index.asp
[Last accessed 07/02/12]
Solomon,
G. and Schrum, L. (2007). Web 2.0: New tools, new schools.
Washington: ISTE.
Learning in Immersive
worlds
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