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Farmtasia: A Case Study of Knowledge Building Processes in Game-Based Learning BY CHERRY ROSE TAN
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Sustained work with ideas To create new knowledge is to “discuss, interconnect, revise, and supersede” existing ideas (Scardamalia & Bereiter, 2003) Requires a large amount of knowledge Success requires cultural change (environment) Process needs to be sustainable to lead to innovation
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Matthew effect “The more you know, the more you can learn” (Scardamalia & Bereiter, 2003) Inaccessibility for certain communities Gaming platforms as a way of breaking barriers – e.g. physical, economical, social Innovation concentrated on select fields – e.g. technology (Silicon Valley)
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Three-dimensional digital game- based learning (3D-DGBL) Literacy-historical spaces for interacting with other players, non-player characters (NPCs), and subject content (Neville & Shelton, 2010) Players represented by avatars Are usually role-playing games (RPGs)
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Why 3D-DGBL? Emulates real-world sites or scenarios that would be inaccessible (Thomas, 2004) High engagement and skill delivery (Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005; Gee, 2003) Low threshold for participation
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Thesis Three-dimensional digital game-based learning (3D-DGBL) serves as an effective platform for: Knowledge building -> innovation (sustained work with ideas) Reducing the Matthew effect Case study: Farmtasia
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Farmtasia Created by the Centre for the Advancement of Information Technology in Education (CAITE) Educational video game targeted towards knowledge building
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Gameplay Players act as managers to individually run farms Concepts: cultivation, horticulture, pasturage Uses real-world and random events – e.g. natural disasters, neighbourly competition
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Purpose Goal: To create effective investment and operational strategies Winning variables: financial gain, public reputation
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Knowledge building features 1.Pedagogical scaffolding 2.Situated learning 3.Communal debriefings
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1) Pedagogical scaffolding The use of interactive tools for feedback to support individual and group contributions (Zhang, Hong, Scardamalia, Teo, & Morley, 2011)
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Constructive uses of authoritative sources Knowledge Manual – searchable resource bank accessed independently Wise Genie – gives tips Teacher console – analyze, prepare, and share information Record-and-replay function
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Improvable ideas Zone of proximal development (Vygotsky) Multidisciplinary scaffolds
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2) Situated learning “Missions, tasks, and problems that are generative and open- ended, and there is no prescribed solution” (Jong et al., 2010)
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Real ideas and authentic problems Creating knowledge that is useful to themselves and their community Event types: farm, market, mass-decision Farm – localized to individuals – e.g. fire accidents, strikes Market – affects globally – e.g. price fluctuations Mass-decision – cooperation and collaboration to succeed – e.g. building a dam
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Epistemic agency Solving problems -> empowerment Setting goals and long-range planning High engagement Social responsibility -> validation
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3) Communal debriefings Public blogging platform Journal templates – scaffolds Summative report to Mr. Lam – character whose farm is closing down
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Collective responsibility Sharing and advancing ideas as a community Achievement of broader and more global goals – e.g. environmental sustainability
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Democratizing knowledge Public space makes ideas transparent and accessible (public objects) Transcends geographical and economic barriers
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Conclusion 3D-DGBL environments allow us: To transform ideas into public objects -> sustainability leading to knowledge building To remove barriers to knowledge -> reducing the Matthew effect
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Thank you! E-MAIL: CHERRYR.TAN@GMAIL.COMCHERRYR.TAN@GMAIL.COM LINKEDIN: HTTP://WWW.LINKEDIN.COM/IN/CHERRYROSETAN HTTP://WWW.LINKEDIN.COM/IN/CHERRYROSETAN
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