Dr Jason Zagami
Griffith University
jason.zagami.info
Serious Play
Serious Play project
3 Year Tour of Duty
Multi-researcher
40 Level 1 teachers
15 Level 2 teachers
QLD and VIC
Cross sector
8 Game Master researchers
Action Learning
serious-play.info
Schools
Serious Play researchers
Professor Catherine Beavis, Griffith University
Dr Michael Dezuanni, Queensland University of Technology
Dr Joanne O'Mara, Deakin University
Dr Sarah Prestridge, Griffith University
Dr Leonie Rowan, Griffith University
Professor Claire Wyatt-Smith, Griffith University
Dr Jason Zagami, Griffith University
Associate Professor Yam Sam Chee, National Institute of Education, Singapore
Serious Play study
Games in education survey
goo.gl/Yp9h6
Statecraft X
A social studies learning programme centred on the use of a persistent-world, online multi-player game
on iOS and browsers
Legends of Alkhemia
A chemistry learning programme centred on the use of a multi-player 3D game
Analysing Games:
Using Games:
Learning and Computer Games
Investigation phase: Playing, analysing and researching games – what is available and what can be learnt using various games. How do games support or change existing curriculum and what counts as knowledge? What aspects of the curriculum are games best suited to teach? What happens to students who don't like/don't know how to play games?
Using Games:
Learning and Computer Games
Implementation phase: Game use in the classroom, how this is managed and organised, how games fit in with other teaching and learning processes, what pedagogical processes support and are supported by various games, how students engage with games used for learning. Do games change learning?
Using Games:
Learning and Computer Games
Assessment: How can student learning be verified, game play experience influence on assessment, how has teacher pedagogy changed when using games, what makes some games more successful than others.
Using Games:
Analysing Games:
Critical analysis of games
Investigation phase: Playing, reading about and exploring one or more specific games.
Analysing Games:
Critical analysis of games
Analysis phase: Considering games as specific cultural forms, with particular reference to narrative and aesthetic features, and the ways stories are told in games. Games as exemplars of multimodal texts, intertextuality and convergence, the ways in which narratives cross platforms, and an analysis of games as action and games as text.
Analysing Games:
Critical analysis of games
Reflection and production phase: Creative and/or analytic responses to the game(s) and a range of responses and presentation.
Making Games:
Making Games: Media Literacy and Creativity
Pre-production phase: playing, analysing and researching games – what goes into making a good game? Designing games narrative, characters, levels, play.
Making Games: Media Literacy and Creativity
Production phase: games production using appropriate games production software, game testing and feedback and final changes to games.
Making Games: Media Literacy and Creativity
Post-production / distribution: Presenting and playing the game. Reflection on the game and how it could be further improved – what should come next.
Gameplay
Students
Population
Teachers
95%
83%
<20%
Game Selection
Game Genre
FPS |
Role-Play |
Adventure |
Racing |
Action |
Board/Card |
Puzzle |
Strategy |
Platform |
Classic |
MMORPG |
Fighting |
Party |
Simulation |
Sports |
TPACK
Technology
Pedagogy
Content
GPACK
Game
Pedagogy
Content
GPACK
Pedagogy
GPACK
Content
Female Male
Female Male
Female Male
GPACK analysis using SEM
Influence Factors
Microsystems
Mesosystems
Exosystems
Macrosystems
Chronosystems
Social Ecological Modelling
Social Ecological Model Analysis for ICT Integration
Thursday 4:15pm
ICT and Gameplay
ICT and Gameplay
text
the means for communication. Their forms and conventions have developed to help us communicate effectively with a variety of audiences for a range of purposes. Texts can be written, spoken or multimodal and in print or digital/online forms. Multimodal texts combine language with other systems for communication, such as print text, visual images, soundtrack and spoken word as in film or computer presentation media
Dr Jason Zagami
Griffith University
jason.zagami.info
Serious Play