Fun and Games and Learning
Harnessing Technology to support learning a seminar
to demonstrate novel ways of using IT.
An ESRC/EPSRC/DTI People @ the Centre of Communication and Information
Technologies Programme (PACCIT) /BT Seminar
Thursday 13 October, 2005, 9.45am – 4.30pm
BT Centre, 81 Newgate Street, London EC1A 7AJ
The government’s e-strategy for education, “Harnessing
Technology”, suggests borrowing ideas from interactive games
as a way of motivating reluctant learners to practice complex skills
and achieve much more than they would through traditional means.
This conference sought to survey some interesting projects that
look at ways in which games technology can help transform teaching
and learning.
Set in BT’s state-of-the-art conference facility in their
City of London HQ, the conference organised by DTI, various funding
councils, the Centre of Communication and Information Technologies
Programme based at Glasgow University and BT. All the projects presented
had research funding and all presenters pointed to the Harnessing
Technology themes they were addressing: engaging hard-to-reach learners
with special needs, more motivating ways of learning, personalised
support to learners, helping with all stages of education and with
progression to the next stage.
HOMEWORK: Roland Tongue (Open
Mind Productions), Dr Rose Luckin (University
of Sussex), Simon Fuller (Channel
4)
This project looked at how technology could create a closer relationship
between primary school and home. The technical heart of the project
is “an adaptive interactive learning environment for home
and school using a Divergent Television model for the delivery of
multimedia resources to a combination of interactive whiteboard
and tablet PC technology.” The children in the primary school
class were given a small, robust tablet PC that has all the ICT
activities they are currently undertaking in class. They are able
to take the PC home to undertake activities with their parents or
carers. The learning environment allows the teacher to make only
certain activities available, thus ensuring that the children do
not jump ahead of the class work.
The presenters showed a video of children highly motivated by whole
class work using the interactive whiteboard and taking their PCs
home and enjoying homework with their parents and friends. All teachers,
parents and children interviewed were positive about the experience.
Content on the PC included songs, videos and simple interactive
games, with a focus on word and number activities. It was interesting
that they gave children a PC to take home, rather than just giving
online access to parents at home. This had a number of advantages,
such as the ability to give children rich media content, to create
a sense of ownership of the technology by the children and, of course,
ensuring that all children have equal access. Were such a scheme
to be adopted across education, I am sure it would raise some interesting
challenges – problems for children without supportive home
environments, lost or stolen laptops and, inevitably, very high
insurance premiums. Putting the challenges aside, this research
project painted a clear picture of how home and school could be
more closely integrated to provide education without boundaries.
MAKING GAMES: Professor David Buckingham (University
of London), Dr Andrew Burn (London
Institute of Education), Caroline Pelletier (London Institute
of Education), Jeff Woyda (Immersive
Education Limited)
This project required the development of a sophisticated games
authoring tool to allow pupils and teachers to create their own
games. The authoring tool allows the user to choose environments,
objects, characters, voices and behaviours. They can then add rules
of games play. The game is then rendered into high quality 3D. We
hade a very impressive demo from Jeff at Immersive, who created
a simple games in just five minutes. This involved wandering from
a medieval castle into a space rocket and then a Wild West environment,
getting some clues from a mad professor and then blowing up a barn.
It was certainly fun.
As for the educational value, educationalists have long argued
for the creation of media as a way of understanding media. Most
schoolchildren now have the opportunity to create videos as a way
of making them more informed consumers of TV. Similarly, being able
to create games is a way of allowing them to become more informed
(and critical) users of games.
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As well as teaching game literacy, the approach also suggests improved
text literacy is an outcome. I can well believe this as my 13 year-old
son maintains that he learned to read from Zelda, the Nintendo adventure
game. I was a bit surprised that the project focused on girls -
the suggestion being that girls could warm to games using this approach.
There were two reasons for this: firstly, boys are currently underachieving
in literacy and this is surely one way of engaging then; secondly,
there is a general feeling that girls are less interested in games
than boys – not something I am aware of as my ten year old
daughter and her friends are all keen game players. That aside,
this project showed an innovative use of games technology that could
find practical application in schools. The challenge will be to
take the product to market and make it a commercial success.
E-DRAMA: Professor John Barnden (University
of Birmingham), Jonnie Turpie (Maverick
Television), Amanda Oldroyd (BTexact Technologies)
This Birmingham-based project involves a virtual environment in
which a teacher can set up a scenario where children anonymously
role-play online. Generally, the activity would take place in an
ICT suite. Each child adopts a virtual character and the teacher
then sets up a situation as a way of discussing a difficult issue
such as bullying.
The teacher is also a character, able to observe the interactions
and to guide them when they start going off subject. The text is
typed in by the child and appears above the head of their virtual
character as a speech bubble. There are many obvious advantages
to doing things anonymously – children are free to adopt and
explore a different personality to their usual one and they can
say things that they would not otherwise say. Teachers have enjoyed
the approach but have found it demanding.
As a result the team have been looking into creating virtual characters
that are not controlled by a person but by artificial intelligence.
These characters are able to pick up what is being discussed and
to make comments. The team demonstrated some interesting work they
have been doing on how to show mood through body language. Given,
that much communication is physical rather than based on what we
say, this adds a very interesting dimension to the exercise. Computer-operated
characters have potential to make this project scalable; the use
of body language will ensure that the interactions more closely
mirror reality.
Project APPLE: Andy Minnion (University
of East London), Professor David Nicholas (City
University), Dr Karen Bunning (University
of East Anglia), Rod Paley (Xtensis), Bob Regan Jr. (Macromedia),
Claire Brown & Fred Heddell CBE (Royal
Mencap Society)
This project looked at the new opportunities e-learning presents
for people with significant learning disabilities. Images, sounds
and movies engage learners who have difficulties with text and speech;
cameras can be used to evidence and reinforce learning, to capture,
organise and communicate the thoughts of a student who cannot speak.
Project apple is developing a Learning Environment designed specifically
to exploit e-learning's potential for 'hard-to-reach learners with
special support needs'. The presentation showed a system deploying
personalisation and individual e-portfolios for learners with cognitive
disabilities. This was a fascinating insight into the way technologies
can be harnessed to transform learning and service provision for
children and adults with learning disabilities.
So, what can we learn from interactive games? Games give some important
lessons to how we can make learning fun for our children. This seminar
explored some of those lessons and gave an interesting glimpse into
the future of e-learning in education.
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