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Games-To-Teach or Games-To-Learn: Unlocking the Power of Digital Game-Based Learning Through Performance PDF

199 Pages·2016·8.356 MB·English
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Gaming Media and Social Effects Yam San Chee Games-To-Teach or Games-To-Learn Unlocking the Power of Digital Game-Based Learning Through Performance Gaming Media and Social Effects Editor-in-chief Henry Been-Lirn Duh, Hobart, Australia Series editor Anton Nijholt, Enschede, The Netherlands More information about this series at http://www.springer.com/series/11864 Yam San Chee Games-To-Teach or Games-To-Learn Unlocking the Power of Digital Game-Based Learning Through Performance 1 3 Yam San Chee Learning Sciences and Technologies National Institute of Education Singapore Singapore ISSN 2197-9685 ISSN 2197-9693 (electronic) Gaming Media and Social Effects ISBN 978-981-287-517-4 ISBN 978-981-287-518-1 (eBook) DOI 10.1007/978-981-287-518-1 Library of Congress Control Number: 2015946996 Springer Singapore Heidelberg New York Dordrecht London © Springer Science+Business Media Singapore 2016 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer Science+Business Media Singapore Pte Ltd. is part of Springer Science+Business Media (www.springer.com) In loving memory of my father, Chee Keng Lim, who gave me much. Preface This book represents the culmination of a decade of game-based learning research spanning the years 2005–2014. It was conducted in the context of my academic work at the National Institute of Education, Singapore. The research effort sub- sumes conceptualization and theoretical construction, game design and devel- opment, classroom research interventions in Singapore schools, and sustained teacher professional development to support teachers’ uptake of game-based learning. In this book, I present a critical evaluation of current approaches related to the use of digital games in education. I identify two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, I advance the case for approaching game-based learning through the theoretical lens of perfor- mance, rooted in play and dialog, to unlock the power of digital games for twenty- first-century learning. Drawing upon my research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is then addressed in the context of school reform. Finally, future prospects of and educational opportunities for game- based learning are articulated. I believe that readers of this book will find the explication of performance theory applied to game-based learning especially useful. This work constitutes my original theorization. Readers may expect to derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learn- ing, and why this difference is of critical importance, (2) an exposition of the the- ory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empiri- cally evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve suc- cessful take-up of game-based learning in schools. Related to item (3), the detailed descriptions of the educational games in Chaps. 4–6, supported by color screen- shots, should prove invaluable to game designers seeking a deeper understanding of how to inflect pedagogical principles into educational game conceptualization and design. vii Acknowledgments The work reported in this book would not have been possible without generous research funding. I wish to gratefully acknowledge research grants NRF2007- IDM005-MOE-006CYS and NRF2007-IDM005-MOE-007CYS from the National Research Foundation, Singapore. These grants supported the projects related to Legends of Alkhimia and Statecraft X, respectively. Research grant OER-02/11- CYS from the Office of Education Research, National Institute of Education, Singapore, supported subsequent work focusing on teacher professional develop- ment related to the Statecraft X curriculum. Research grant R8019.735.SG01 from the Learning Sciences Lab, National Institute of Education, funded the Escape from Centauri 7 project. I am especially grateful to members of all the research project teams who par- ticipated and contributed to the above-named projects. Their names are listed alphabetically in last name order: Daniel Gan, Aldinny Abdul Gapar, Susan Gwee, Ahmed Hazyl Hilmy, Won Kit Ho, Mingfong Jan, Henry Kang, Judy Lai Har Lee, Andy Lim, Eric Salim Lim, Qiang Liu, Swati Mehrotra, Rahul Nath, Cher Yee Ong, Jing Chuan Ong, Ek Ming Tan, Daniel Kim Chwee Tan, Rave Tan, Yuan Tien, Ittirat Vayachut, Yik Shan Wee, and Simon Yang. ix Contents 1 Introduction ................................................ 1 1.1 Background ............................................ 1 1.2 Some Early Critical Considerations .......................... 2 1.3 Contemporary Trends in Games for Learning .................. 5 1.3.1 Serious Games .................................... 5 1.3.2 Gamification ...................................... 9 1.4 Current Educational Context ............................... 12 1.4.1 Needs ........................................... 12 1.4.2 Challenges ....................................... 14 1.5 Overview of This Book ................................... 16 References .................................................. 17 2 Games-to-Teach or Games-to-Learn: What’s the Difference and Why It Matters .......................................... 19 2.1 Games-to-Teach ......................................... 19 2.2 Interrogating the Thinking Underlying Games-to-Teach .......... 24 2.2.1 Epistemological Confusions .......................... 24 2.2.2 Ontological Errors ................................. 26 2.2.3 Anti-praxiological Bias ............................. 30 2.2.4 Axiological Neutrality .............................. 33 2.3 Games-to-Learn ......................................... 34 2.4 The Difference and Why It Matters .......................... 37 References .................................................. 40 3 Theory of Game-Based Learning as Performance ................. 43 3.1 How People Learn ....................................... 43 3.1.1 Inadequacy of Human Information Processing ........... 44 3.1.2 Approach of Pragmatism ............................ 46 3.1.3 Learning from a Social Standpoint ..................... 48 xi xii Contents 3.2 The Performance–Play–Dialog (PPD) Model .................. 52 3.2.1 Performance ...................................... 53 3.2.2 Play ............................................. 54 3.2.3 Dialog ........................................... 55 3.3 Learning as Becoming and the Development of Identity .......... 57 References .................................................. 59 4 Statecraft X: Learning Governance by Governing ................. 63 4.1 Learning Citizenship and Governance ........................ 63 4.1.1 The School Curriculum ............................. 66 4.1.2 Curriculum Challenges .............................. 67 4.2 Design for Learning ...................................... 68 4.3 The Statecraft X Game and Game Play ....................... 71 4.4 Student Learning Outcomes ................................ 85 4.5 Facilitating Take-up of the Statecraft X Curriculum in Schools .... 87 References .................................................. 88 5 Legends of Alkhimia: Engaging in Scientific Inquiry by Being a Chemist .......................................... 91 5.1 Culture of Learning Chemistry in Schools and the Need for Scientific Inquiry .......................... 91 5.1.1 The School Curriculum ............................. 94 5.1.2 Curriculum Challenges .............................. 95 5.2 Design for Learning ...................................... 96 5.3 The Legends of Alkhimia Game and Game Play ................ 101 5.4 Student Learning Outcomes ................................ 116 5.5 Reflections on the Legends of Alkhimia Chemistry Curriculum .... 118 References .................................................. 119 6 Escape from Centauri 7: Reifying Electromagnetic Forces Through Simulation ......................................... 121 6.1 Learning Electromagnetism ................................ 121 6.1.1 The School Curriculum ............................. 122 6.1.2 Curriculum Challenges .............................. 123 6.2 Design for Learning ...................................... 124 6.3 The Escape from Centauri 7 Game and Game Play .............. 126 6.4 Student Learning Outcomes ................................ 135 6.5 A Teacher’s Reflection on the Escape from Centauri 7 Curriculum ............................................. 138 References .................................................. 139

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