Learning by Doing via Game Making

Learning by Doing via Game Making

Jae Yeob Jung (Korea National University of Education, Korea) and Hyung Sung Park (Korea National University of Education, Korea)
DOI: 10.4018/978-1-60566-322-7.ch021
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Abstract

The purpose of this chapter is to explore how learning, by making games, can provide opportunities for higher-order thinking such as problem solving, decision-making, and knowledge construction in children. As the game design process involves students drawing on multiple intelligences, it often provides students who are typically not successful in school with a chance to see themselves as capable members of the classroom learning community. In the classroom, computer-based game-making activities give students the opportunity to create lively interactive simulations for any subject, for any grade level, and can be used by students with a wide variety of learning styles. Game making can be used as an alternative way for students to communicate information and demonstrate their knowledge and understanding.
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Introduction

New interactive technologies provide opportunities for educators to create interactive learning environments that enable students to explore alternative methods of problem-solving. Children’s culture experience is increasingly marked by the advent of information technologies embedded into their toys, games and activities. Video games in particular, perhaps more than any other medium, have brought interactive technologies into children’s homes and hearts, and they have been enthusiastically received. These locations for and uses of technology are, in a fundamental way, not that different from adult productivity and entertainment technologies, which promote applications of human knowledge to real-world problems. Interactive learning environments are tools for supporting a child’s needs to inquire and express. We therefore expect to find that computer technologies for children enhance their productivity as much as word processors, spreadsheets, desktop publishing, and computer-assisted design programs do for adults.

Some questions this perspective raises include how knowledge construction and reproduction within children’s literacy and use of appropriate computational tools assists them in producing communications, designing materials, and managing resources. How do these technologies as tools extend a child’s functional capabilities, and can the production of games help us form insights about how children learn with technology?

Traditionally, games have been defined as competitive activities that have rules, goals, feedback, interaction and outcomes. Games motivate students via fun, and this is a part of the natural learning process in human development (Bisson & Lucker, 1996). Habgood (2005a) notes for example that making computer games is a creative activity that can bring together logic, music, mathematics, artwork, planning, teamwork and general IT skills into a task that children find genuinely motivating. Not only does such an activity challenge and engage children in all sorts of educationally valid ways, but it also provides new kinds of opportunities for children, who are not normally academically successful, to boost their self-efficacy by excelling at this rewarding and valued activity.

Education professor and author, Margaret Gredler (1996; 2004) defines games and distinguishes them quite clearly from simulations. She places digital games as an evolution of traditional games presented using modern technology. Those portraying a negative view of games (Alessi & Trollip, 2001; Clark, 2007) often cite Gredler’s definition, while others, like Kurt Squire (2003) suggest that the accepted definition of game breaks down in light of modern digital games (Parker, Becker & Sawyer, 2008). Elyssebeth Leigh claims that there is little difference between in-class educational simulations and digital ones (Leigh & Kinder, 1999), yet there are some critical differences that place digital simulations, including games as a distinct medium.

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Table of Contents
Foreword
Rhonda Christensen, Gerald Knezek
Chapter 1
A Simulation Primer  (pages 1-24)
Katrin Becker, James R. Parker
This chapter provides an introduction to digital simulations for those interested in using or designing them for instructional purposes. There has... Sample PDF
A Simulation Primer
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Chapter 2
Youngkyun Baek
This chapter expands upon the definition of a simulation with two categories: experiential and symbolic. It discusses the interactive, experiential... Sample PDF
Digital Simulation in Teaching and Learning
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Chapter 3
Peter R. Albion
Interaction is fundamental to the learning process and game-like 3D online spaces present opportunities for enhancing learning through supporting a... Sample PDF
Virtual Spaces for Teaching and Learning
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Chapter 4
David Williamson Shaffer
Multiculturalism is an essential tool for democratic citizenship in a world made ever more closely interconnected by information technologies. In... Sample PDF
Computers and the End of Progressive Education
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Chapter 5
Celina Byers
The desired outcome of instructional game design is to combine the powerful attraction of games and the proven effectiveness of instructional system... Sample PDF
Combining Instructional Design and Game Design
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Chapter 6
Helyn Gould, Michael Hughes, Paul Maharg, Emma Nicol
Game-based learning and simulation is a powerful mode of learning, used by industries as diverse as aviation and health sciences. While there are... Sample PDF
The Narrative Event Diagram: A Tool for Designing Professional Simulations
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Chapter 7
David Gibson
In order for a digital simulation to provide an artificial teaching environment there needs to be a computational model of the act of teaching... Sample PDF
Modeling Classroom Behaviors in Software Agents
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Chapter 8
Sara Dexter
The new technology-enhanced conception of assessment stands in contrast to the traditional view of assessments as tests of a learner’s ability to... Sample PDF
Design Principles for Interactive Learning Environments with Embedded Formative Assessments
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Chapter 9
Penny deByl
Three-dimensional virtual learning environments provide students with pedagogic experiences beyond traditional two-dimensional textbook and Web page... Sample PDF
Hybrid 2D/3D Development of Interactive Simulations
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Chapter 10
Len Annetta, James Minogue, Shawn Holmes, Meng-Tzu Cheng, Elizabeth Folta, Marta Klesath
This chapter will provide concrete examples of how a research group at North Carolina State University is using case studies as the... Sample PDF
Using Case Studies as the Narrative to Game Design and Development
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Chapter 11
Mark Girod
Teacher education is currently facing pressures to demonstrate efficacy in preparing teachers who can affect P-12 student learning gains. Teacher... Sample PDF
Exploring Teacher Problem Solving Using Simulation
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Chapter 12
Donguk Cheong, Bokyeong Kim
A computer simulation for improving teaching is expected to remove the potential negative effects on real students while creating an environment... Sample PDF
A Simulation for Improving Teachers' Motivational Skills
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Chapter 13
Damián Piccolo, Anna Oskorus
Nearly half of all new teachers leave the field of education within the first five years (Ingersoll, 2003; Alliance for Excellent Education, 2005).... Sample PDF
Designing Commercial Simulations for Teachers
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Chapter 14
Scott J. Warren, Richard A. Stein
This chapter discusses the design and use of simulated teaching experiences contextualized through role-play in a multi-user virtual environment as... Sample PDF
Simulating Teaching Experience with Role-Play
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Chapter 15
Bokyeong Kim, Donguk Cheong
This chapter presents the theory, structure, and development process used in designing a teaching simulation. simClass was designed to help teachers... Sample PDF
simClass: Simulate Your Class Before You Teach
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Chapter 16
Karen Schrier, Charles K. Kinzer
Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged... Sample PDF
Using Digital Games to Develop Ethical Teachers
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Chapter 17
Shelby P. Morge
Recently adopted 21st Century goals stress the importance of preparing students for a globally competitive society by providing them with... Sample PDF
Modeling in the Classroom Using Squeak Etoys
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Chapter 18
Mary Jo Dondlinger, Scott Joseph Warren
This chapter discusses Alternate Reality Games (ARGs) as simulated experiences, and presents the conceptual framework that informed the design and... Sample PDF
Alternate Reality Games as Simulations
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Chapter 19
Caitlin Kelleher
Self-directed, open-ended projects can enable students to pursue their own interests and lead to deep learning. However, it can be difficult to... Sample PDF
Supporting Open-Ended Programming Assignments
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Chapter 20
Kay Kyeongju Seo, Aimee Byk, Chris Collins
How can one bring cognitive apprenticeship into the virtual world? This chapter addresses how to construct a 3D online digital environment that... Sample PDF
Cognitive Apprenticeship Inspired Simulations
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Chapter 21
Jae Yeob Jung, Hyung Sung Park
The purpose of this chapter is to explore how learning, by making games, can provide opportunities for higher-order thinking such as problem... Sample PDF
Learning by Doing via Game Making
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Chapter 22
Christian Sebastian Loh, Jae Hwan Byun
Game Modification, or Modding, is a unique and valuable way of learning with digital games as well as a means to earn beginners’ stripes in the game... Sample PDF
Modding Neverwinter Nights Into Serious Games
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Chapter 23
Teresa Franklin, David Chelberg, Chang Liu
Virtual environments are a topic of discussion for many in the business and commerce fields. However, K-12 school systems have been slow to embrace... Sample PDF
Changing Middle School Science through STEAM
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Chapter 24
David Gibson
This chapter discusses how a teaching simulation can embody core characteristics of a complex system. It employs examples of specific frameworks and... Sample PDF
Complex Systems Concepts in Simulations
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About the Contributors