GAME - BASED LEARNING IN EDUCATION. Michaela Logofatu, Anisoara Dumitrache, Mihaela Gheorghe

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Transcription:

GAME - BASED LEARNING IN EDUCATION Michaela Logofatu, Anisoara Dumitrache, Mihaela Gheorghe

PROACTIVE PROJECT PROACTIVE: FOSTERING TEACHERS' CREATIVITY THROUGH GAME- BASED LEARNING Started in January 2010 The project s length - 36 months

PROJECT CONSORTIUM University of Barcelona Spain Sapienza Università di Roma Italy Università di Napoli Federico II Italy Universidad Complutense de Madrid Spain University of Bucharest - Romania Centre for Advanced Software Technology Limited SME

PROACTIVE OBJECTIVES To stimulate the creativity of trainers working in LLP To introduce innovative ICT-based experiences in teaching and training practice To implement co-design creativity sessions and pilot sites for addressing school, university and vocational education scenarios; To validate the proposed approach as a means of learning

GBL in education Is expected to boost the learners performance and educational outcomes. Potential for boosting teachers' creativity with the help of innovative ICT technologies Learning scenarios will be developed Five metaphors of learning: Imitation, Participation, Acquisition, Exercising, and Discovery Focus - groups

FOCUS GROUP The aim of focus groups: Explore participants interest/employment of ICT tools in their teaching approach Explore participants knowledge about usercentered design Explore participants point of view in relation to learning metaphors and their adaptation to their teaching approach Explore participants interest in the editors employment in their teaching approach

LEARNING METAPHORS Most of the participants recognized the five metaphors in their current teaching/learning process The acquisition metaphor it is used very often in university lecture Learning through discovery is applicable especially in sciences and with visible results in other fields such as: math, history, literature, business. Learning through imitation is applicable only in a very short area because students already created their own learning type.

ICT IN LEARNING Participants from the focus groups have an experience in using computers; some of them, depending on the subject are introducing computers in lessons. Virtual classrooms is already a very well known concept, already applicable for students and teachers. PROACTIVE stimulates teachers' creativity by facilitating them to design new learning scenarios and digital games to innovate their pedagogical practices.

SWOT ANALYSIS ON GBL - STREGHTS Professor s perspective: Creativity development Knowledge construction Being proactive Immediate application of theory Student s perspective Students become focused on the subject Attractiveness, involvement, efficiency Active participation of the student Student has an active role

SWOT ANALYSIS ON GBL WEAKNESES Professor s perspective: Insufficient time for teaching Inadequate curricula Lack of technical support Rigidity of educational system Not finding the adequate software Student s perspective Games became a source of fun instead of learning (students are not able to differentiate game as exercise from game as entertainment) Students do not see the benefits of the game Changing the learning style (resistance to new teaching approach)

SWOT ANALYSIS ON GBL OPPORTUNITIES Professor s perspective: Software development Reducing the cost of didactical materials (in case of simulation programs) Engaging pedagogical approach Student s perspective Incompatibility between software and hardware Continuous update of the software version Divagation from the subject Risk of not accomplishing the lesson s objectives

SWOT ANALYSIS ON GBL THREATS Professor s perspective: Continuous update of the software version Divagation from the subject Risk of not accomplishing the lesson s objectives Student s perspective Losing interest Need for adaptation to new learning tool Students are more concerned about the graphics of the game than the educational purpose

CREATIVITY Introduce games in lessons and the purpose of game in educational scenario. The role of the teacher is to design the learning scenario The teacher must identify the suitable game in order to obtain interest, curiosity in finding results, involvement from the student side Computer can help the student to individualize its learning process, promoting and helping self studying

FOCUS GROUP CONCLUSIONS This focus groups allowed us to explore more deeply a subject that it is new (as concept) in universities There is a strong relation between learning tradition, participant s age, field of study and their openness to new People that use GBL in their current practices are very enthusiastic in sharing their experience and use their creativity for new scenarios Work in teams and not individual and specific trainings are needed, in order to be creative through different game scenarios

Thank you!