Tag Archives: game based learning

Gaming & Storytelling

“What we can conceive of intellectually and what we’re able to speak about verbally,we may not have the print power for yet” – Angela Stockman

Bringing Stories to Life

Allow students to apply their understanding of story elements (characters, setting, problem, etc.) in a way that can better meet their interests and needs. Through the integration of coding with storytelling, using platforms such as MakeCode, Scratch, and Twine, students can program their stories to come to life, using text and their voice to help tell the story!

Why blend coding with storytelling?

Research conducted in the United States has shown that: (if we could find Canadian statistics, that would be more relevant)

  • Only 27% of 8th and 12th-grade students can write at a proficient level.
  • 40% of college applicants (grade 12) could not write at a college level.
  • Female students scored higher on writing than males at most grade levels.

(SOURCE: U.S. Department of Education, Institute of Education Sciences, National Center for Education Statistics, National Assessment of Educational Progress (NAEP), 2011 Writing Assessment).

Programming is a new form of literacy. Coding and gaming are part of this tradition of blending more traditional literacy practices (text, reading, and narrative) with new digital literacies (hypertext, coding, interaction).

Studies show various benefits:

  • Increased confidence and motivation to write.
  • Media literacy and creative production are necessary for learners to meaningfully engage in our culture today. Encourages students to become producers, rather than simply consumers of content.
  • Women are severely underrepresented in STEM fields. Using coding/ gaming platforms in the Language Arts classroom is a great way to promote engagement and interest among girls.

Getting Started

  1. The first step is to introduce students to the connection between games and stories through mentor texts and read-aloud. Discuss and bring awareness to students, of the story narratives behind the games they already play and are familiar with. Ask them to share the backstories of the video games they play.
  2. Use story mapping and storylines to help students plan their story to be told through video games. Using a storyline, story map, or graphic organizer can break up the writing into manageable steps and help students organize their ideas visually. The more you use story maps (or storylines) as a class, the more students will effectively use them independently. Practice using these organizers after a class read-aloud, showing and discussing the different parts of a story and how they come together. There are a variety of templates online to choose from: Example 1 & Example 2
  3. Choose the tool and introduce students to the coding/ gaming platform they will be using to create their story. There are a variety of free online platforms to choose from as well as the option to use codable robotics whereby students have the robots moving from ‘setting’ to ‘setting’ as they orally narrate the story.                            Examples include:

Some tips for teachers

  1. Allow students plenty of time to practice using the tool and getting used to the platform before they use it to tell their story. If students have a basic proficiency and familiarity with the platform, they will be more effectively able.
  2. Now comes the time for students to share and celebrate their stories! Have the class try out and play some of their peers’ games and/ or have them demonstrate their game to the class.

Slide Resource

Check out these slides for more information:

Gaming & Storytelling


Guest post by Peer Tutor Tamara Jabboour and Ariane Faria dos Santos, October 2023.

 

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Filed under AppliedDesignSkillsTechnologies, Curriculum, Interactivity, Language & Lit Learning, multimedia creation, Not Subject Specific, Planning, Resources, STEAM, Technology, The Arts

Games: purpose and potential in education

Let my playing be my learning, and my learning be my playing. -Johan Huizinga

Games and play are typically overlooked (Prensky, 2001) by many as a way for students to learn. As defined by Sharp (2012), stealth learning is “when an instructor uses clever, disguised ways to introduce learning objectives through non-traditional tools, such as games, to encourage students to have fun and learn”. Game-based learning allows teachers to incorporate ‘stealth learning’ in the classroom. Like game-based learning, gamification is a way to infuse play into the classroom. Gamification is “applying typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity” (Davis, 2014).

Based on Prensky (2001), game based learning can be used for:

  • Material that is dry and/or technical
  • Challenging subject matter
  • Audiences that are hard to reach
  • Developing critical thinking skills
  • Strategy development and communication.

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Some of the benefits of gaming in the classroom include increased memory, class performance, social benefits, and improving the transfer of learning (Sharp, 2012). The social benefits of play include building social competence and confidence in dealing with peers (Singer et al., 2006). Playing games is also essential to children’s ability to regulate their behaviors and emotions (Singer et al., 2006). By playing games, students learn that rules are a part of our daily lives (Sharp, 2012). However, unstructured playtime may be limited in today’s standards and outcomes driven classrooms. For example, some schools have reduced or cut out recess altogether, while others have reduced lunch break hours. Interestingly enough, a Quebec elementary school has introduced a one-year pilot project on a near-complete ban on homework, with the goal to ease pressure on parents and to improve student performance (Shingler, 2014).

Resources:

References:

Davis, V. (2014). A Guide to Game-Based Learning. Retrieved 5 December 2014, from http://www.edutopia.org/blog/guide-to-game-based-learning-vicki-davis

Prensky, M. (2001). Digital Game-Based Learning. Retrieved from http://www.marcprensky.com/writing/Prensky%20-%20Ch1-Digital%20Game-Based%20Learning.pdf

Sharp, L. (2012). Stealth Learning: Unexpected Learning Opportunities Through Games. Journal of Instructional Research, 1, 42-48. Retrieved from https://cirt.gcu.edu/jir/documents/2012-v1/sharppdf

Shingler, B. (2014). Less work, more play: Quebec elementary school bans homework for the year. Retrieved 9 December 2014, from http://www.theglobeandmail.com/news/national/less-work-more-play-quebec-elementary-school-bans-homework-for-the-year/article20295710/

Singer, D. G., Golinkoff, R. M., Hirsh-Pasek, K., & MyiLibrary. (2006). Play=learning: How play motivates and enhances children’s cognitive and social-emotional growth. Oxford; New York: Oxford University Press.

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by | December 10, 2014 · 11:07 am