What's special about gaming on handhelds
Summary
1) Affordances
- Different devices have particular affordances and barriers to uptake (technical skills and technical specifications)
2) Engagement & Accessibility
- web-based / access
3) Learning Outcomes
- collaboration / competition with self and others. Collegiate support
- ownership: sharing what you know. Device. Gender. Easier when handheld (mobility, physical barrier)
4) Credibility in Education
- market ownership (I.P.R.) software licenses
- visibility of mobile devices in traditional education environment
5) HE. More sophisticated gaming/Sims/Virtual fieldtrips
- Strategy and scenarios
6) Personalised learning
- Building on existing knowledge, Gender issues, customisation
Devices and their affordances
Smartphones, iPods, PDAs
- clunky’, old fashioned games e.g.Tetris, Solitaire. Not strategy
- content heavy memory an issue
- cost of connectivity
- accessibility → ease of use & skill sets
↓
ubiquity of devices + student (cohort) engagement
- sole devices/specified devices → to web-based games → playing games on all not only on dedicated devices
Collaboration
- collaboration & competition – possible change from self-competition + collegiate atmosphere if group’s playing online
- individual devices & self support; plus sharing skills – ‘peer support’ (with individual devices)
- ownership & sharing what you know – new things – by student / innovator
- mobile devices – ease of mobility and ability to share/show
- physical affordances and collaboration → laptop screen as barrier – cf. pda + increased collaborative possibilities / outcomes
- use of informal / social devices ↓ education
- not accepted – suppliers – change of ↓ view
- not accepted – educationalists – ‘it’s a game’
- immersive environments and mobile devices ? Can the technology render these?
- immersive environments → cf. handheld device-based games with “Instant on” no delay
Collaboration vs. self-test
→ do we want both? - for different outcomes
Barriers
- barriers to uptake
- tech skills
- tech specs
→ therefore should we provide devices?
- software / games licences + being device specific
- visibility & use of mobile devices in ‘traditional’ teaching environments
(What about Electronic Voting Systems? Use as gaming device ie. Where the Zombiinis should go.)
Skills & HE
“Games” → using to develop skills – what’s its role in HE?
Simulations - Chem Labs
- Medicine
- Flight simulators
Virtual fieldtrips
? Strategy-based: learning skills / strategies for more complex situations
+ Integration of gaming activities into learning → is it an integral part of learning activities cf. separate act.
Personalisation
- individual gaming as way of personalising learning (building on existing knowledge, setting pace, etc.)
- would game creation and its use to develop a wider / more transferable / more persisting set of learning outcomes, would this have different impact on ….
?gender: multi-tasking
?gender and ‘use of device – possession of …’.
?gender and outcomes?
?gender and prior knowledge + more pervading confidence – ie. if the boys know more ‘tekkie’ stuff
- customisation + personalisation of devices → very important motivator for engagement. (+ loaning / giving out mobile devices)
Whole Workshop Discussion followed
- Sophisticated games – barriers as teachers often don’t understand them.
- Engagement / Accessibility
- Issued like textbooks?
- Or children come ready equipped?
Web-based resources are perhaps the answer.
- Collaborative games
- Bring own devices into school – however ‘trends’ can cause problems.
Comment regarding peer support with handhelds – boys were more inclined to share learning using devices
Comment that children love to share things they know. With handhelds collaborative/supportive learning was greatly enhanced.
With low achievers, both boys and girls, handhelds give them greater esteem.
Why do handhelds make people want to share?
- You feel you have achieved something.
- On the big screen, people can see your mistakes
With the ‘Syncroneyes’ system, teachers try not to use right and wrong.
Comment that a lot of games, feedback your progress. A partnership with gamer and game.
Comment that some games were ‘sugar-coated’ ie. educational primary games gave encouragement. The older type games will tell you if you are wrong.