Computer game development as a literacy activity Presenter: Hao-Ling Huang Advisor: Ming-Puu Chen Date: 07/29/2009 Ron Owston, Herb Wideman, Natalia Sinitskaya.

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Computer game development as a literacy activity Presenter: Hao-Ling Huang Advisor: Ming-Puu Chen Date: 07/29/2009 Ron Owston, Herb Wideman, Natalia Sinitskaya Ronda, Christine Brown (2009). Computer game development as a literacy activity. Computers & Education 53(3),

 Page 2 Introduction(1/2)  Contemporary notions of literacy now extend beyond traditional print formats, and a rethinking of the kinds of literacy skills that will be required for full social and economic participation in the 21st century is well under way.  A recent report by the government-appointed Ontario Expert Panel on Literacy, for example, acknowledges that education needs to take into account the changes in literacy requirements, and present students with a range of texts that move beyond print to incorporate multi- and hypermedia(Ontario Ministry of Education, 2004).

 Page 3 Introduction(2/2)  Computer gaming is more frequently chosen by young people as a recreational activity than watching television(Squire, Giovanetto, Devane, & Durga, 2005).  Successful games support players through creating scaffolds, or built-in cues, hints, and practical solutions to keep them immersed in the game (FAS, 2006).  To date, there is insufficient research beyond anecdotal evidence that would support game use in the classroom (Bonk & Dennen, 2004; Dempsey, Haynes, Lucassen, & Casey, 2002; Gredler, 2004).

 Page 4 Research questions  Can computer game development as a pedagogical activity lead to improved learning of basic literacy skills?  What new digital literacy skills do students acquire as a result of this activity?  What is the impact of game development on student classroom engagement?  How do teachers adopt and shape the practice of student game development in the classroom?

 Page 5 Method (1/2)  This study was conducted in the grade 4 classrooms of nine public elementary schools in south-central Ontario, Canada. And began with a total of nine experimental classrooms and nine control classrooms.  The game used in the study was Education Games Central.  The Tracks Across Canada curriculum unit: -Lesson 1. Topic: Introduction to the unit. Game: TicTacToe. -Lesson 2. Topic: Researching a Canadian region. Game: Trivia. -Lesson 3. Topic: What is a map? Game: Snakes and Ladders. -Lesson 4. Topic: Presentation of research. Game: none. -Lesson 5. Topic: Regional arts and culture: Game: Mother Goose.

 Page 6 Method (2/2)  This study using the constant comparative method described by Bogdan and Biklen (1998). And the coding and analysis we used the qualitative data analysis software package Atlas.ti.

 Page 7 Findings (1/4)  Impact of game development on basic literacy skills

 Page 8 Findings (2/4)  Development of digital literacy skills -As no standard measures were available to assess this kind of learning we relied on our field notes and teacher interview data for evidentiary support. -Students explored the software application to learn these skills through trial and error. -Teachers proffered that it would be beneficial to have a pool of games available which were developed by teachers, in subjects across the entire curriculum, so that students might play the games as a review activity, prior to assessment, or as a culminating activity.

 Page 9 Findings (3/4)  Student engagement -Teachers reported that the game development activities of the study engaged students in the Tracks Across Canada unit much more than they would have if they had used traditional teaching methods. -The classroom observation suggested that the optimum amount of time to spend at a sitting on game development activities was about 45 min.

 Page 10 Findings (4/4)  Teacher classroom practices -The game shells offered the students the opportunity to create different types of questions. -Game development was an intense and challenging activity for grade 4 students. -This strategy not only encouraged students to refine their previously created questions, but also to work to create new, high quality questions, that could then be taken and inserted into upcoming game shells.

 Page 11 Discussion and results  There was typically little effort made to model and coach students in the generation of high-inference questions (a time-consuming process), and consequently a large majority of the games students developed incorporated only low-level factual recognition or recall questions.

 Page 12 Conclusions  This study found students in the experimental group achieved significantly higher than the control group on only one of several measures—Logical Sentence construction.  The new digital learning skills students developed as a result of the project included: learning to develop games using a game shell, accessing and browsing the web, understanding the public nature of web-based applications, trouble shooting technical problems, utilizing the Internet for researching curriculum-related content, and using online maps.

Conclusions  The most effective way to accomplish higher level questions would be to spread the teaching of the unit over a longer period, perhaps an entire school term, and provide teachers with greater guidance on writing and teaching high level questions.  Page 13