learning opportunities opening up through the use of digital gaming technologies

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Learning opportunities opening up through the use of digital gaming technologies presented by Graham Wegner Frank Cairns Jenny Barnett

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Learning opportunities opening up through the use of digital gaming technologies. p resented by Graham Wegner Frank Cairns Jenny Barnett. WGS B-7 Context. - PowerPoint PPT Presentation

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Page 1: Learning opportunities opening up through the use of digital gaming technologies

Learning opportunities opening up through the use of digital gaming

technologies

presented byGraham Wegner

Frank CairnsJenny Barnett

Page 2: Learning opportunities opening up through the use of digital gaming technologies
Page 3: Learning opportunities opening up through the use of digital gaming technologies

3

WGS B-7 Context

WGS is 10 Km from GPO and was formed through the amalgamation of Ferryden and Mansfield Park Primary Schools, Ridley Grove R-7 School, the Parks Children's Centre (Long Day Care) and Woodville Gardens Preschool. The school is a Public, Private, Partnership of private companies and the Department for Education and Child Development, managed by Pinnacle Education.

• Our Vision: A cohesive community of lifelong learners

Current Enrolment NumbersSchool R-7 Preschool Child Care

640 students 100 children 88 babies, toddlers

Within the R-7 population11% Aboriginal students (70); 68% Non English Speaking background students (420 - 40 linguistic / culturally diverse groups) 58 % receiving ESL support; 15% Special needs students (78) 60% School Card. Cat 2 IoED

Children’s Centre Preschool and child care (long day care), Learning Together Playgroup, Family Day Care

Playgroup, a range of Parent sessions

Our Expectations: Excellence in education and care B-7;Innovative lifelong learning for all; Social inclusion

Values: Respect, Responsibility and Fairness

Page 4: Learning opportunities opening up through the use of digital gaming technologies

The Innovative Learning Environments Group

• Invited by Dr Suzanne Owen to join the Innovative Learning Environments Group (ILE)

• Through ILE engaging with OECD, DECD schools in SA, research, publications

• WGS exploring a range of innovations especially the use of space - Physical, Virtual and Teacher head space

• Invited to join Community of Practice• Emphasis on *Rigour *Research *Integrity of findings• Opportunity to work with academic researchers,

innovative sites

Page 5: Learning opportunities opening up through the use of digital gaming technologies

Components in the academicresearch partnership

• Susanne’s vision – from ILE to CoP to supported practitioner research

• research application form• Research Day to refine the research question and processes• format of the research proposal• involvement of an academic as critical friend (2 x 45 minutes

approx.)• progress reports in a required format• presentations to teachers• final report in an open format• maintenance of the ILE and CoP

Page 6: Learning opportunities opening up through the use of digital gaming technologies

Beginnings of the academic research partnership

•Invited by Dr Suzanne Owen to submit an application for supported Innovation Research•Application required us to specify links to innovation priorities – we focused on•Coaching and facilitating teacher learning and expertise within small teams•Utilising commonplace 21st century technologies in innovative ways to improve learner outcomes•Exploring student learning styles, physical movement, collaborative skills and use of digital technologies for life learning• At the ‘Research Day’ – refining the research question and process.

Page 7: Learning opportunities opening up through the use of digital gaming technologies

The Research Day - Refining the research process

Page 8: Learning opportunities opening up through the use of digital gaming technologies

What are the learning opportunities that open up through the use of digital gaming technologies?

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Page 10: Learning opportunities opening up through the use of digital gaming technologies

Getting started – making contact with Jenny

Page 11: Learning opportunities opening up through the use of digital gaming technologies

Jenny’s role

•refining questions•helping to get permissions correct•suggestions on the action research process•baseline data advice•helped me to ensure I had “covered my bases”

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• Establishment of student digital games research group• Pre research student survey regarding digital gaming

habits• Digital games trialling sessions (weekly)• Focus group interviews (taped, then transcribed and

analysed)• Digital gaming observations and photorecording of

sessions & environment• Focus group discussions (& notetaking & analysis)

Methods of Research

Page 13: Learning opportunities opening up through the use of digital gaming technologies

• Setting up the MinecraftEDU environment• Focus group with a Digital Leader• Observation, review, discussion, screenshot evidence

Minecraft Research

Page 14: Learning opportunities opening up through the use of digital gaming technologies

Progress reports

• What has been the progress, including data collection?

• What have been the challenges to the research project?

• What are some of the changes, if any, made to the research focus?

• What has been the unintended learning, if there is any?

Page 15: Learning opportunities opening up through the use of digital gaming technologies

Presenting our story at conferences

Page 16: Learning opportunities opening up through the use of digital gaming technologies

Towards a final report

•Meeting with Jenny to review research data and seek guidance on writing the final report•Jenny advised on structure and sequencing of findings•Jenny’s suggestions for re-evaluations of observations and key quotes reminded me to check with the student researchers before their holiday break •We discussed conclusions and where future research might go •I was set to write but …•Presentation ideas from the CoP

Page 17: Learning opportunities opening up through the use of digital gaming technologies

Poster Format