imagine round table prague, 14 june 2010 games in schools: current position roger blamire european...
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Imagine Round Table
Prague, 14 June 2010
Games in schools: current position
Roger Blamire
European Schoolnet
Brussels
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High levels of interest, if not useHorizon report 2010 K-12
Cloud computing, collaborative environments, game-based learning, mobiles
Success in military and industrial training
“Education is still a few years away from embracing games as mainstream practice”
Best if educational content is embedded
Best in certain curricula and pedagogies
Coming soon: Massively Multiplayer Online and Alternate Reality Games
Worldwide
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Europe
European Parliament resolution
Creativity and innovation are key aspects of EU2020“A digital agenda for Europe” - enhancing digital literacty skills and inclusion
Range of EC-funded projectsVariable results, as
IMAGINE shows
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Europe – member states
STEPS: Study of the impact of ICT in primary schools
Games in School study• AT, DK, FR, IT, LT, ES, NL, UK
• Final report: How are digital games used in schools?
• Synthesis report: How are digital games used in schools?
• Handbook: Digital Games in Schools: A handbook for teachers
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Case Studies Overview Zoo Tycoon (Austria)Business simulation game (Microsoft)(10+ year-olds)German, English, Biology, ArtTeam learning
DANT (Italy)Educational PC games (IPRASE)(6-12 year-olds)Maths, Italian, Geography, Music,ScienceAttainment
Farm Frenzy (France) Simulation game (Big Fish)(11 year-olds)Scientific subjects Remedial learning
Consolarium (Scotland/UK)Dr Kawashima & Nintendogs (Nintendo DS)(Primary level)Maths, Literacy, ICT, D&TAttainment
Højby School (Denmark)Sims 2 (Electronica Arts), Patrician III (Atari)(11-14 year-olds)Danish, History, Foreign Languages, Social Studies, Visual Arts, Cross-curricular learningMedia literacy
Games Atelier (Netherlands)Location-based mobile game platform(Waag Society) (Secondary level) HistoryTeam learning/game design
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A range of expectations from gamesWhy are teachers interested in using games?
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Educational impact of using gamesHow do they use them in schools?
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Obstacles for using games in schoolsWhich obstacles do they face?
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Observations
▲ Collaborative experiences
▲ A structured pedagogical framework
▲ Games and conditions carefully selected
▲ Medium or long term experiments are being carried out (evaluation + impact measure)
▲ Interaction with traditional pedagogy
▲ use of games combined with classic teaching aids
▲ games encourage pupils’ production
▲ Different approaches depending on the educational system
▲ Teachers communities of practice
▲ educational community and parents share the results ▲ Involvement of educational authorities varies
▲support for pupils in difficulty
▲ a tool for modernising education
▲ a tool for innovation and the development of advanced skills
▲ a tool to prepare future citizens for the virtual worlds in society
Digital games in schools
▲ Recent development and prospects
▲ ‘serious games’ – teacher role
▲ Games design by pupils/students
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Recommendations▲ Evaluation of practices ▲ Which role should the teacher play
to benefit fully from the potential of games in the teaching process
▲ The European territory as an experimental laboratory
▲ peer learning
▲ large scale projects (innovation and creativity)
Digital games in schools
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Imagine Round Table
Prague, 14 June 2010
Thank you !
Roger Blamire
European Schoolnet
Brussels