geosciences serious game: a path in a volcanic area, annalisa boniello
TRANSCRIPT
Scientix Conference
Brussels, 24-26 october 2014
Annalisa Boniello
PhD in Teaching Earth Science
University of Camerino
Science teacher in Pitagora High school – Naples (Italy)
Our students have changed
radically. They use educational
virtual games, they know or use
simulation environments as
Minecraft, World of warcraft, the
wii or playstation, x-box.
These students need to be motivated in
different ways. (Mark Prensky)
Immersive methodologies produce an
improvement in cognitive and perceptual
dynamics (Aldrich, 2005)
The game is the preferred way of the brain
to learn things! (Diane Ackerman)
Who makes the distinction between
education and entertainment does not
know the first of the two! (Marshall
McLuhan)
[...] that culture, in its original phases,
bears the character of a game. (Homo
Ludens by Johan Huizinga)
Serious Game is a game in
which education (in its
various forms) is the
primary goal, rather than
entertainment.(Michael
and Chen, 2006)
Edutainment: A combination of education and entertainment.
Promote motivation because it
involves and entertains
The challenge increases in the
game
Promotes learning by doing
Promote active learning and
problem-solving skills
NEO
This... this isn't real?
MORPHEUS
What is 'real'? How do you define 'real'? If you're
talking about what you can feel, what you can smell,
what you can taste and see, then real is simply
electrical signals interpreted by your brain. This is
the world that you know.
Jessica Trybus is the New Media Institute’s resident Game-based Learning and Communications Guru and
Director of Edutainment for Carnegie Mellon University's Entertainment Technology Center
A role-playing game is a game in which
the participants assume the roles of characters
in a fictional setting. (Multiplayer and single
player)
Simulations try as much as possible to
reproduce the experience as real as if the
player was actually in the situation represented.
Debriefing is an important phase in using simulation
games.
It is a process of receiving an explanation of a study or
investigation after participation is complete.
Participants are invited to make a connection between
experiences gained from playing the game and
experiences in real life situations.
In short, debriefing focuses on what participants may
have learned from ‘playing the game’ (Lederman,
1992).
•Role play
•Inquiry based science
education
•problem solving
• creativity
•collaboration and
cooperation
•Simulation of real scientific
context
•activity for authentic
evaluation
•Improving attention and
motivation
Path in volcanic area
Phegreaean Fields
WHERE students in a role-playing
game (serious game) must pass
ability and expertise steps/tests,
solving various questions placed on
their path and acquire scientific skills
Sheet guide
Questions in the path
Tests : pretest and post test in google drive
Simulation of eruptions
Simulation of magmatic rocks
… and we can do a lot of thing…
• Static objects (prims as primitive objects)
• Dinamic objects (prims with scripts)
• Interactive objects (scripts, notecards or
textures in the objects-prims)
• Animations (animated objects and animations
for avatar)
James Paul Gee, in What Video Games Have to Teach Us about Learning
and Literacy, describes 36 principles to create a good game some
principles are:
Subset Principle: Learning first occurs in a simplified subset of the real
domain.
Active, Critical Learning Principle: Every aspect of the learning
environment should be set up to encourage active and critical learning,
instead of more traditionally passive learning environments.
Probing Principle: We learn by engaging with the world, reflecting on our
actions, forming hypotheses, re-probing the world, and then accepting
or rethinking these hypotheses.
Practice Principle: Learners need a great deal of practice in a context
where they are engaged with the material, not bored with it.(virtual
world).
Do not just use technology to "seek, read,
write and interact," but we need to "re-
think them" in relation to the 3D context