Handheld games and Gameification
What games do we play?
What are the reasons that people play games/what are the features or rewards?
- Challenges – not singular
- Competition with other users
- Increased knowledge on the subject
- Virtual friends – connecting people – social construct
- Fufilment/sense of achievement
- New Experiences and knowledge from games you have never played before.
- Has an interesting storyline
- Hand-eye cordination/Kinsinetic – coordinating the whole things together.
- Haptic – Wii over xbox because with the xbox 360 you dont feel resistance – noises and vibrations and visual.
- Its a form of escapism – suspention of reality – you can take risks and have a car accident and be fine.
- Team work – social construct.
- Thrill that you wouldnt get any other way.
There are various types of testing that goes on. There is a stage of progress.
Informal and Formal assessment
Diagnostic assessment – the first base of how you measure what a child can do. It is fundamental and informal – going round to ask children questions.
Norm referenced testing/assment is standadised testing. What they think the child should be achieving at a particular level.
Chiterion assignment – what level should be achieving within context.
You are measuring a child who could have the same progression but still related below average. This is the labelling theory and self-fufilling prophecy.
We are batch processing children. We have to put them in sets because children develop at different rates but it doesnt mean that the children in the top set are more intelegent than the children in the bottom set.
Children set their own tagerts to improve their abilities within their own games. It would be better to progress on previous progress in school although children want to be compared against their peers. This would make the children think they will never be good enough even though their work is amazing and feel indadequate.
Should we be graded a, b,c 50% 100%?
Should their be sets? It makes it easier for the teacher. Its about the group not the individual. The government wants a snap shot of the school. They want to know if the teachers are achieving not the children.
The top set and the bottom set wont progress as much as the middle set because the bottom set will find it to hard and the top set will find it to easy.
Wired magazine are doing a education edition in a couple months.
Ipsative assessment: Measure childrens achievement against their previous children for Special educational needs. It is a rare method and reflects itself on the games based learning.
If you use a game children would be more engaged and would want to learn more. a lot of it is based around individual learning.
Innovative uses of games
Kodu – computering and maths.
Wii online channels to do online data and challenging for geography and peak running times for PE. Big Brain accademy for Wii.
Nintendo DS in the classroom.
Nanobot – Science and biology
Angery Birds – Angles
Kinnex – PE
Phonics app – literacy
Time app – tell time
Nuns in UK schools showing Grand Theft Auto to deter violence.
I found out more about games in school from http://hallyd.edublogs.org/category/games-based-learning/.
Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. Gamification has been called one of the most important trends in technology by several industry experts. Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.
In a classroom you generally dont teach games. You are applying the factors of games into the classroom.
A few recent examples include:
- Unlocking badges in foursquare for visiting new or unique places.
- Earning points and unlocking avatars for DJing in virtual spaces.
- CrowdTap allows users to level up and earn money for doing surveys and other activities
You could play games and children become animated.
Are you building structure from what you are doing? Gamification is the concept behind the learning and not what your actually learning – the principles behind it.
We can create anything into a game.
Gamification can also involve weight watchers points and loyalty cards at stores because it gives you point and rewards – you know your going to get something at the end. This could also be seen with stickers/marbles/points which are taken to the headmaster.
Silver, gold and bronze stickers given to children depending on how well they do.
Which ever table gets the most stickers could get a sweet or go to break early.
There is a theory called replacement which is when the child stops playing the game which affects the childrens learning.
It gets to children to progress through learning.
The gaming industry is worth $50000 already and most is handheld. THe gener balance is flipping. we are looking at a huge sample with games industry.
UNITE software gave away for free and then improved the game and marketed it and took 20% of the profit.
They get you addicted and then you have to pay for more levels or credits.
Prenzy Theory in relation to Whites theory and whites theory. It is easier to do it on own age group. Can use grey litrature such as blogs, newspapers, radio, TV, magazine but balance with books and journals.
Web 2.0 – Social parts of things
Social games are World of Warcraft and farmville.
Web 2.0 limitations: Challenges. Social.