How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Presenter: Chun-Yi Lee Advisor: Ming-Puu Chen.

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Presentation transcript:

How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Presenter: Chun-Yi Lee Advisor: Ming-Puu Chen de Freitas, S. & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education, 46,

Introduction There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. This paper addresses this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice.

How to address the following questions? Which game or simulation to select for the specific learning context? Which pedagogic approaches to use to support learning outcomes and activities? What is the validity of using the chosen game or simulation?

A framework for evaluating games- and simulation-based education

Context The first dimension focuses upon the particular context where play/learning takes place, including –macro-level historical, political and economic factors as well as –micro-level factors such as the availability of specific resources and tools. The tutor’s own specific background and understanding as well as the availability of technical support. Context can become an enabling factor for learner support, or can provide significant impediments to delivery.

Learner specification The second dimension focuses upon attributes of the particular learner or learner group, This may include the age and level of the group, as well as specific components of how they learn including their learning background, styles and preferences.

Mode of representation The third dimension focuses upon the internal representational world – or diegesis – of the game or simulation, which in this context is used to mean: the mode of presentation, the interactivity, the levels of immersion and fidelity used in the game or simulation. This dimension is particularly significant for the framework as it highlights the difference between being immersed within the game and the process of critical reflection that takes place outside the game. These distinctive spaces inside and outside of the game are broadly metaphorical of course, but serve as a method for supporting the teaching aims and learner objectives by defining the ‘learning activity as play’ and highlighting the potential of briefing/debriefing which take place before and after ‘serious play’ to reinforce the learning outcomes. This dimension also allows us to focus some analysis upon the format and mode of the game or simulation, which is particularly important from specific ‘games research’ perspectives.

Pedagogical considerations The fourth dimension focuses upon the processes of learning both during the course of formal curricula based learning time and during informal learning. In particular this dimension promotes the practitioners’ reflection upon methods, theories, models and frameworks used to support learning practice. Earlier studies have shown a popularity of using existing models and theories for supporting learning with technology, and notably include the use of activity theory (Kuutti, 1996), experiential learning (Kolb, 1984) and constructivist theories. Recent work also highlights the development of new models and theories, such as flexible learning (Collis & Moonen, 2001), to reflect the need for deeper consideration in advance of developing lesson plans and learning activities. This dimension therefore also includes the consideration of how learning content is embedded and personalised to support the more differentiated learning approaches facilitated by new software tools and wider availability of e-content and assessment.

Activity Theory Modes of representation Learner specification Pedagogical approach Context

Applying the framework

Evaluate MediaStage

Evaluate Savannah