Game Plan

This week I’ve created a Prezi which goes over the main details of the game. It covers the overall story of the game, rules, characters, and the platform the game will be created for.

Feel free to leave comments. Any questions, ideas or feedback on the game will be greatly appreciated!

Screen Shot 2016-03-30 at 11.20.44 PM

Digital Culture In The Classroom

Education is considered one of the most important aspects of civilisation. It provides the foundation for preparing young people for the future. As technology grows and develops, its presence not only in the education system but also in society is inevitable. The use of technology in the classroom is not a separate notion but rather a tool to integrate into teaching methods to further develop the skills and knowledge of students.

So what is the digital culture in the classroom? Through technology a community is evolving where students and teachers from around the world are combining ideas to offer children the most best education possible. In my last post I mentioned the online game Mathletics, which allows students from a variety of countries to learn maths by completing activities based on curriculums and then competing against one another by testing the maths skills learnt. Games such as this one provide a platform for students to interact with one another whilst learning valuable skills. Teachers and parents have the ability to monitor student activity, providing current and up to date feedback on their performances and outcomes. Not only this, but students are learning skills in a fun and visual way compared to traditional learning.

Digital technology and creativity in the classroom prepares kids for the future by Carolyn Fox explores the transformation of the education system as a result of technology. She makes the point that society is moving towards a digital future, therefore teaching and learning methods must be adapted to prepare children for the ‘new world’ they will be living in.

The industrial, mass production model of learning is under fire and being questioned with the influx of digital technology today and globalization. Experts agree that we learn from our senses, primarily through our visual system, which accounts for about 80% of what we process. They agree that a digital world requires different skills and they usually agree that it includes visual skills.” – (Fox, 2013). 

Andrea Kuszewski is a behaviour therapist and consultant for children on the autism spectrum, with a background in neuroscience and psychology. Upon studying intelligence and the performance of autistic children in learning, she found that we actually have the ability to increase fluid intelligence, the intelligence we use to problem solve. So to increase your brain matter and fluid intelligence, you must seek novelty, challenge yourself, think creatively, do things the hard way and network. Believe it or not these are all key aspects of gaming.

Gabe Zichermann looks at this study in more detail in relation to gaming and shows that gaming is only making our kids smarter.

Resources

Fox, Carolyn 2013, ‘Digital technology and creativity in the classroom prepares kids for the future’, Opensource.com, 25 October, viewed 24 March 2016, https://opensource.com/education/13/10/prepare-future-digital-tech-creativity.

Kuszewski, Andrea 2011, You can increase your intelligence: 5 ways to maximize your cognitive potential, Scientific American, weblog post, 7 March, viewed 24 March 2016, http://blogs.scientificamerican.com/guest-blog/you-can-increase-your-intelligence-5-ways-to-maximize-your-cognitive-potential/.

TedxYouth 2011, TEDxKids@Brussels – Gabe Zichermann – Gamification, YouTube video, 9 June, YouTube, viewed 24 March 2016, https://www.youtube.com/watch?v=O2N-5maKZ9Q.

 

Digital Edu Game Pitch

[NOTE: This blog post is an edited version of Children’s Digital Culture]

Children’s gaming is a fast-paced and growing industry that aims to do more than just entertain. Educational games are created to help children build necessary skills beyond the classroom environment. While there are many that argue that these games are harmful to education there are those that believe this technology is allowing children to develop and learn more than ever before.

My aim for the DIGC310 assignment is to create a pitch for a digital educational game, which aims to teach children about health and nutrition. I have chosen to create a pitch rather than an actual digital game, as I don’t think I have to skills to do so. However, I hope to incorporate visual aspects of the game such as videos or images into the presentation.

This assignment will be complemented by the research project I am completing for DIGC335. For this project, I will be aiming to investigate educational games and the role of digital technology in children’s digital culture. This includes the growth and development of these games, as well as the effects on children and education. The pitch for the digital game will be the case study for my research.

I am beginning this research by looking at popular educational games used by kids today. Mathletics for example, is an online game that aims to develop the maths skills of children in both primary and secondary school. The game is played all over that world and allows children from different countries compete against each other in maths games. These games and activities are based on outcomes and requirements of relevant curriculums and players are given rewards, points and incentives to encourage participation.

‘You do the math’: Mathletics and the play of online learning is an article, which analyses research conducted by the University of Melbourne on Mathletics. “The findings are drawn from a study of children’s technology use and offers insights into the developing possibilities and challenges emerging through the adoption of Web 2.0 applications for learning and education” (Nansen, et al. 2012, p. 1231). The article concludes that while it can be argued that the design, governance and ownership of such software can shape children’s context and relations of learning, the study showed positive outcomes for children who played the game as its variability caters for teachers, parents and children and the game complements classroom learning.

Basing my ideas off similar research on education games, I am hoping to create a game based on the concept of the food pyramid that will give children information on each food group that is part of a healthy diet. I will discuss the specifics of this concept and the functioning of the game in my next blog post.

References

Nansen, B., Chakraborty, K., Gibbs, L., Vetere, F. and MacDougall, C., 2012. ‘You do the math’: Mathletics and the play of online learning, New Media & Society, vol. 14, no. 7, pp.1216-1235.

Children’s Digital Culture

Children’s gaming is a fast-paced and growing industry that aims to do more than just entertain. Educational games are created to help children build necessary skills beyond the classroom environment. While there are many that argue that these games are harmful to education there are those that believe this technology is allowing children to develop and learn more than ever before.

For the research project I will be aiming to investigate educational games and the role of digital technology in children’s digital culture. This includes the growth and development of these games, as well as the effects on children and education.

This year I am also completing DIGC310, where I will be creating a pitch for the development of an educational game for children, which aims to teach children about health and nutrition. This pitch will be the case study for my research and I will be integrating the research I do for the pitch into this project.

I am beginning this research by looking at popular educational games used by kids today. Mathletics for example, is an online game that aims to develop the maths skills of children in both primary and secondary school. The game is played all over that world and allows children from different countries compete against each other in maths games. These games and activities are based on outcomes and requirements of relevant curriculums and players are given rewards, points and incentives to encourage participation.

‘You do the math’: Mathletics and the play of online learning is an article, which analyses research conducted by the University of Melbourne on Mathletics. “The findings are drawn from a study of children’s technology use and offers insights into the developing possibilities and challenges emerging through the adoption of Web 2.0 applications for learning and education” (Nansen, et al. 2012, p. 1231). The article concludes that while it can be argued that the design, governance and ownership of such software can shape children’s context and relations of learning, the study showed positive outcomes for children who played the game as its variability caters for teachers, parents and children and the game complements classroom learning.

While there are many articles like the one above on educational games and technology, I have also found various videos and articles that are relevant to the topic. Therefore, I would like to present this research in the form of a Prezi. It will allow me to include aspects of the DIGC310 game pitch as well as any other relevant visual and written content.

References

Nansen, B., Chakraborty, K., Gibbs, L., Vetere, F. and MacDougall, C., 2012. ‘You do the math’: Mathletics and the play of online learning, New Media & Society, vol. 14, no. 7, pp.1216-1235.