Rss Feed
Tweeter button
Facebook button
Technorati button
Reddit button
Myspace button
Linkedin button
Webonews button
Delicious button
Digg button
Flickr button

Research

Spotlight on Digital Play Innovators #4: Hayo Reinders

Darren Elliott, who writes the great Lives of Teachers blog, recently interviewed Hayo Reinders, keynote speaker at the 4th International Wireless Ready symposium.

An Interview With Hayo Reinders from darren elliott on Vimeo.

One thing that comes out of the interview, that Hayo also mentioned in his keynote, is that existing games should be adapted, which is exactly what we are doing on Digital Play. There’s no need to try to get involved in game design – it’s too expensive and Reinders suggests adjusting existing games.

Reinders also mentions being disappointed with existing language learning games that have been produced for platforms such as the Nintendo DS. Most are not interesting or interactive and would not be motivating for students. In the abstract to his keynote, he states that “the pedagogical approach underlying such games is often not clear…the games were intended to develop fluency but in fact offer only simple spelling exercises with right-wrong answers.”

Reinders has a website, http://innovationinteaching.org/ , which has some details about the research related to gaming and language learning that Reinders is involved in:

One of my PhD students (Sorada Wattana) and I are looking into the effects of game play on students’ Willingness to Communicate (WTC) and their actual in-game interaction. We are also looking at the effects of different types of instructions (in the form of in-game quests) on the quantity and quality of target language use

Also on the website is an article that Reinders wrote for English Teaching Professional called ‘Using computer Games to Teach Writing‘, which is full of useful ideas for teachers. One of these, which is new to us is ‘Gamics’. This is a contraction of games and comics, and would involve students using images from their favourite games to create their own comic.

Finally, Reinders has also been involved in making games for the ipod – he calls them podquests (a combination of ipod and webquest) and wrote a chapter of a book about this, which is available here: Podquests: Language Games on the Go


Tweet this!Tweet this!

Ludoliteracy – a book about games in education

Ludoliteracy is a book about games in education by Jose Zagalwhich is now available as a free PDF download from Lulu .

ludoliteracyThe book’s preface makes the point that games education can be surprisingly complex and that “extensive prior videogame experience often interferes with students’ abilities to reason critically and analytically about games”.

Zagal suggests that anyone serious about games and education should make use of an online learning environment when analysing games. He examines two in the book:

1) Gamelog (http://www.gamelog.cl/) is a site where gamers “keep track of the games that they are currently playing. …basically a record of a game you started playing”
2) Game Ontology Wiki (http://www.gameontology.org/index.php/Main_Page), which provides “a framework for describing, analyzing and studying games”

His research has shown that “participating in these online learning environments was a positive learning experience.” and that “In addition to improving their relationships to videogames as a medium, it also helped students broaden and deepen their understanding of videogames.” He said the most important aspect of blogging about games meant that students “stepped back from their traditional role of “gamers” or “fans” and engaged in reasoning critically and analytically about the games they were studying.” and he highlights that it is the reflective nature of blogging that makes it a very “useful activity for supporting learning and understanding about games.”

Early on, Zagal provides a number of different contexts for understanding games: 1) understanding the relationship and the role a game plays within culture in general 2) understanding what the game’s relationship is to other games 3) understanding the game in the context of the technology/platform it is designed for… and finally 4) understanding the structure and components of the game.

He then writes at length about Games Literacy and Learning Theory, Communities of Practice, Knowledge Building, Methods and Data Analysis. The report on his research that led him to the conclusions mentioned above follows. All-in-all it makes for an interesting read for anyone interested in designing games for education or teaching game design.

Tweet this!Tweet this!