Tölvumál - 01.10.2012, Síða 23

Tölvumál - 01.10.2012, Síða 23
23 According to these definitions we could place SGs learning activities as non-formal learning activities. Although they are explicitly designed for learning, if well designed learning occurs as a side effect of gaming. The approach can be different, if we approach SGs as learning elements that can be integrated in multiple learning environments. In this way SGs can be a part of formal, non-formal or informal learning settings. According to Colardyn and Bjørnåvold (2005) the different learning forms have to be approach in a two dimensional framework: 1. Structure of the context, 2. Intention to learn. Intention to learn Structure of the context Learning is intentional Learning is non­intentional Planned learning activities Formal learning Planned activities (or contextual learning) Non-formal learning No planning Informal learning Table 1: Definiting formal, non­formal and informal learning according to learning intention and structure of the context. Source: Source: Colardyn and Bjornavold (2005). Depending on the adopted perspective, SGs can be framed in different areas of the above table: If defined as an independently running learning environment with integrate pedagogical elements such as didactical design, help, phases, assessment and feedback, social interaction applications, etc. SGs are aimed at intentional learning and usually embedded in planned learning activities. In this case we talk about formal learning. If we switch the perspective and observe Serious Games as one possible didactical element of a more complex learning environment, which can be intentional (in the educational context) but also non-intentional (purely gaming) and it can be planned (in the classroom) or non-planned (everywhere) as merely leisure activity. Then we can define Serious Games as suitable elements in every type of learning. And this is one particular gain of Serious Games in education. Education is heading to a big change. The lines between formal and informal, planned or unplanned learning are more and more blurred, and mostly a shift to less formal education occurs. Sefton-Green (2004) mentions that the use of computer in and outside the classroom allow children and young people a wide variety of activities and experiences that can support learning, yet many of these transactions do not take place in traditional educational settings, often synonymous for formal learning. In this contextual change Serious Games contain a great potential to a) set clear pedagogical aims but at the same time b) provide an open learning environment, supporting each individual learning choice and learning- motivation. Serious Games does not restrain when, where and why learning occurs. tHe e­vita expeRienCe The e-VITA project (“European Life Experiences”) proposes an innovative and creative methodology for intergenerational knowledge sharing and transfer (intergenerational learning), which combines storytelling and SGs. Intergenerational learning, which refers to the sharing of information, thoughts, feelings and experiences between different generations. Typically this process is informal, taking place during regular everyday exchanges with older relatives and friends, but can also be promoted through organised or planned activities (e.g. elderly people making lectures in schools, school children visiting nursing homes, reminiscence projects, etc). e-VITA explores the pedagogic dimension of SGs through the adoption of four differing approaches, implemented and analysed in the form of four distinct SGs. Each has the same learner, context, and representational medium, yet the pedagogic underpinnings are varied so as to provide a basis for comparative study. The four approaches include: 1. A narrative-based game which uses storytelling to achieve engagement and flow; in this respect it can be seen to draw on oral history pedagogy (King & Stahl, 1990); 2. An experiential game, where the player is transferred into the state of affairs faced by the narrator, and as such influenced by situative pedagogy; 3. A puzzle-based game, wherein the player has to solve puzzles and overcome challenges in order to proceed, and finally; 4. An exploratory game focused on increasing the learner’s zone of proximal development by directing them to web and other external material and resources in order to overcome the challenges or problems presented by the game. The preliminary validation of the e-VITA prototype (an experiential game evolving around the adventures of a journalist who has to write an article about the “East and West block” and the times before the fall of the Berlin wall) involved a broad target group from several European countries (Spain, Portugal, Poland, Italy, Greece, UK), namely young people (school children and young adults) interested in acquiring intergenerational and intercultural knowledge by means of game playing. It featured a questionnaire-based evaluation that was complimented by informal interviews, during which users were asked to elaborate on their feedback/rating. The three analysis dimensions included: technical solidity & usability, cognitive & affective aspects and pedagogical aspects (achievement of learning outcome), yet particular attention was placed on usability issues and cognitive and affective aspects, namely on the game’s graphical design, navigation, story line etc, as well as on its ability to achieve player involvement and motivation, or to induce enjoyment and emotions (e.g. gratification). The transferring of factual knowledge was also investigated. Overly the game was perceived well. Some aspects of the game were criticised, yet all attributes have received a positive rating. For example this was the case with the game’s “graphical design” and “navigation”. Among the critics some questioned the use of two-dimensional design which they characterised as “Old”, others the use of photographs, the design of the characters, the use of colour, the lack of movement etc. Most users responded that they had no problem concentrating while enjoying the contents of the game. Yet the majority disagrees that “the activities proposed in the game were engaging and “kept interest alive”. Some differences between age groups (i.e. 20+ and 20- years old users) and also between female and male respondents were evident, while there were no significant variations with respect to the country. Sefton-Green (2004) mentions that the use of computer in and outside the classroom allow children and young people a wide variety of activities and experiences that can support learning, yet many of these transactions do not take place in traditional educational settings, often synonymous for formal learning.

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