Unlimited learning Computer and video games in the learning landscape i

Contents

1 Foreword 34 Games in a global context Section five examines these issues from 2 Introduction a global perspective.

4 Executive summary 38 Lifelong learning Section six looks beyond the classroom, to 6 Games in a social context the technologies which encourage lifelong The first section sets the scene. It defines learning. Elements informing this debate digital computer and video games, include the medical, psychological, examining them in a social context. occupational and political arenas. This section will examine trends and 14 What games teach technologies which combine The second section investigates the entertainment and learning for the pre- research available on what games teach. and post-school populations. It explores the use of games to overcome traditional barriers to learning, to achieve 44 The future of learning key stage outcomes and as points of The seventh section assesses the role of discussion for a variety of topics from interactive entertainment in the spirituality to citizenship. future of learning in formal and informal contexts, looking at the emergent 20 Games in an educational context relationships between industry and The third section looks at the spread of . This section touches on commercial off-the-shelf (COTS) games relationships between broadcasters and in different learning contexts and assesses formal education and trends in both game their uses and misuses, the barriers that technology and interactive learning which have restricted the use of commercial will have an impact on the classroom games in these settings, and the initiatives experience for the next generation. by Government and other public bodies to counteract these issues. 48 Conclusion

28 Technologies in the classroom 50 Appendices The fourth section provides an overview of the technologies currently available in 58 References classroom settings. It also considers the Government initiatives aimed at bringing 61 Author biographies Information and Communication Technology (ICT) assets to learners in 63 Credits formal contexts.

UNLIMITED LEARNING COMPUTER AND VIDEO GAMES IN THE LEARNING LANDSCAPE 1

Foreword

Imagine a time when, instead of about city planning in geography textbooks, children play SimCity™. When, instead of sitting with textbooks and tapes, learners of Spanish participate in online games with players in Spain. When, instead of listening to descriptions of professional practice, nurses, lawyers and social workers are able to engage in complex simulations of real life tasks. When, instead of GCSEs, NVQs and even degrees, a learner can claim that having reached the ‘boss’ level of a computer game is evidence enough of applying theory and understanding practice.

It may sound outlandish, but there is an increasing consensus that computer games should be taken seriously as both learning and assessment tools. In fact, Henry Jenkins of MIT with learners and games players, and involve describes computer games as ‘the most them in the conversation about how best to powerful learning technology of our age’. develop compelling new learning resources.

In order to fully exploit this potential, we need This report is an important step in beginning the to think creatively about what education and challenging and exciting process of developing gaming might look like in the future. We potentially powerful new partnerships between need to acknowledge that changes to the games industry and education. I hope that assessment techniques and the curriculum it will serve to provoke new thinking, action might be required. We need to acknowledge and alliances. that the games industry has to develop its reputation beyond its sometimes perceived obsession with first-person-shoot-outs and explore the wider and more complex realms of human activity. We need to acknowledge that new ways of working and whole new forms of collaboration will be required between our entertainment and education sectors, and that this in turn may require Lord Puttnam of Queensgate, CBE new economic and commercial models to President of UNICEF UK be developed. Finally, we need to work closely September 2006

UNLIMITED LEARNING COMPUTER AND VIDEO GAMES IN THE LEARNING LANDSCAPE 2

Introduction

It didn't take long for the very first, very simple, computer games to catch the attention of education. Even with the simplest of graphics and moribund processor speeds, children were gripped, and education was fascinated. But that attention was characterised by two entirely different perspectives: some saw a ‘glass half-full’, where others saw a ‘glass half-empty’.

In the ‘glass half-full’ camp were observers there was delight they saw distraction. Children who could see that children whose attentions were ’lost in a world of make-believe‘ when wandered elsewhere in their lives, for example they should have been out ’kicking a can at school, were unexpectedly very, very around the streets with friends‘. focused. For this camp, a journey began in what has become something of a quest for Information and Communication Technology the Holy Grail. In this case, the Grail was (ICT) has offered a host of new opportunities: learning software that was as seductive and companies are becoming more collegiate and engaging as computer games. agile, hierarchies are flattening, the word ‘centralised’ has become an insult. Helping Some of the earliest educational software was people to help each other is a simple recipe for seductive, engaging, challenging and evocative 21st century economic success. Communication because it was written by the same teams that has come to matter more than either were in parallel developing the cool games. technology or information. Games have been On-screen snooker became an exploration of quicker to respond to this than education. bearings, while virtual football an exercise in While schools struggle to connect children maths and probability. Schools mattered in the around the world, consoles like the Nintendo market because a lot of the nation’s best DS™ offer a naturally wireless environment and computers were in schools. There were more a host of connected collaborative games. In computers in school than on the high street. modern language lessons, children rarely phone a friend in France for a chat on Skype™, but on The ‘glass half-full’ perspective would reveal the way home they might assemble a global that the skills and capabilities of the new team for a game of virtual football. If wireless creative economy were different from those collaboration and fun is so easily carried in their needed in the last century. Learning would pockets and so much a part of their computer need to move on, and the collaboration and gaming world then, they might not problem-solving of games were exactly the unreasonably ask, where is it in the classroom? strategies required for the industries that had grown up on the back of new technologies. Unfortunately education has been rather slow to notice this (phenomenon). We have too But at the same time, the ‘glass half-empty’ few global schools. Inside schools there are camp were furrowing their brows. Where the very few formal collaborative assessments; other camp saw concentration, they saw ‘learning stuff’ is still valued more than addiction; where there was intense competition, ‘critiquing stuff’ and working alone is assessed they saw social dysfunction and isolation; where ahead of working together. 3

Interactive games, characterised by players making choices, are becoming eclipsed by participative games, characterised by players making contributions. The strategies for successful game playing are increasingly complex, sophisticated, challenging and cerebral. This edges games towards the very heart of where learning is headed.

My own research work has revealed that a very clear set of strategies has evolved by children playing computer games. To succeed in even the simplest platform game, children have to lock their problem-solving into a tight cycle of observe, question, hypothesise, test. Curiously, this exactly matches the scientific method that education has been trying to embed in young scientists since the birth of science. The problem back in the early 1990s 21st century are about helping people to help was that because teachers and policymakers each other, the success stories around learning didn’t play those early games, they had no and games playing will all come about as a idea just how sophisticated their young result of the two industries helping themselves learners’ iterative strategies were. As a result, to help each other. the opportunity to build on those strategies and bring science to life was missed. People love to learn, people love to play. It should not have taken quite so long to make This might not happen a second time around. progress towards putting those two together Optimism is strong because learning is seductive seamlessly. In the 21st century, the glass is too. The huge global trends in learning, away neither half-full nor half-empty; for the first from one size fits all towards personalisation, time, it is simply overflowing with opportunity. away from age phases towards ‘no age limits’, away from simple notational assessments towards new media-based e-portfolios, and away from individual towards collaborative, opens up a wide embrace to cerebral learning games. Education and games are literally starting to speak the same language. It may well be that, just as all the success stories of the Professor Stephen Heppell

UNLIMITED LEARNING COMPUTER AND VIDEO GAMES IN THE LEARNING LANDSCAPE 4

Executive summary

The first generation to grow up with Pac-Man and Pong has established itself in the fabric of working Britain, bringing childhoods of digital interactivity to 21st century workplaces.

This exposure to digital technologies has future in the global digital economy. We no created a culture which rewards creativity, longer need to predict when this will happen lateral thinking, technological adeptness, – it’s already happening. communication and dispersed community. Generations have become familiar with the The hours they spent with fingers on opportunities afforded by technology by controllers has transformed how we do playing with, experimenting in and exploring business and has set the benchmark for the digital game environments. Tomb Raider’s Lara next generation of digital citizenry. Grown-up Croft, Sonic the Hedgehog and Mario have gamers’ cultural consciousnesses are suffused become informal teachers in problem-solving, with interactive experiences, and it is through lateral thinking and hand-eye coordination interactive methods that they are training the since the computer game revolution crash future of Britain. landed into our living rooms in the mid-1980s. And now, in the 21st century, electronic Technology has saturated workplaces, homes games are no longer solely the domain of and classrooms. The availability of ICT home entertainment; they have infiltrated hardware and software in the classroom corporate offices, doctors’ clinics and the means that a nation of young citizens will classrooms of schools and colleges. push out the possibilities for the Britain of the

Sonic the Hedgehog Pong 5

Tomb Raider’s Lara Croft SimCity

Games allow players to enter environments They are tools for learners’ own creativity and that would be impossible to access in any innovation. In the future, the outcome of other way, eg going back in history, games will no longer solely be pre-defined and understanding the complexity of running a predetermined by developers. Instead, we will major city, managing entire civilisations or see the relationship between players and nurturing families. They require engagement games developing in a new and radically with complex decisions – exploring the effects different way, where players are encouraged of different choices and a multiplicity of to both play and create their own games. variables. They offer ongoing and responsive feedback on choices – calibrating closely to Equally, pedagogical directions are leading the ability level of the individual, and then learners towards a paradigm of personalisation encouraging them to discover new limits to through interactivity. Play has historically been those abilities. They stimulate conversation and acknowledged as an important part of discussion; players share ideas, hints and tips learning, and has been present in learning in what increasingly tend to be lively and environments through simulations, role plays supportive learning communities. and quizzes. As digital versions of play have evolved, interactivity-savvy entrepreneurs, Games hold out the tantalising potential of a professionals, academics and teachers have fully personalised, responsive and enjoyable naturally introduced the palate of technologies learning experience, one in which part of the afforded them by the modern world into pleasure lies in overcoming difficulties and formal and informal learning spaces. challenges while experiencing the excitement of personal growth. This report is an important step in beginning the challenging and exciting process of developing the potentially powerful new partnerships between gaming and education.

Super Mario © Nintendo

UNLIMITED LEARNING COMPUTER AND VIDEO GAMES IN THE LEARNING LANDSCAPE 6

Games in a social context

Over the past 20 years, the UK’s computer and industry has grown into a multimillion pound business. Some sources estimate that 59% of 6–65 year old Britons play games (BBC, 2005).

With revenue figures rivalling the output of ■ games-specific handheld consoles (eg Hollywood, computer and video games are a Nintendo’s ® and DS™ series, powerful presence in today’s media-saturated Sony’s PSP™), which use software on landscape. But beyond the statistics, what role cartridges or discs and are manipulated do they play in contemporary British society? using buttons and joystick controls on This section seeks out the answers as it the device navigates through the terminology, the history and the cultural contributions of the modern ■ other handheld units (eg personal digital commercial games industry. assistants (PDAs), portable computers or mobile phones) which use each machine’s Definition of ‘computer games’ unique input mechanisms to control Computer and video games are virtual play pre-loaded or downloaded software. environments which feature challenges, rules, goals, feedback, interaction and story (Prensky, For the sake of simplicity, the terms ‘games’ 2001). They can be played on: or ‘computer games’ will be used to refer to software played on any machine, unless ■ television-based systems (‘consoles’; eg otherwise indicated. the Sony PlayStation® series, Nintendo GameCube™, ’s Xbox® and Xbox Content 360™) which use the TV as a display monitor In the 20 years since the first arcade and for the software disk and are controlled by home console gamers were introduced to devices connected to the console the medium, consumer tastes have become more demanding, more sophisticated and ■ DVD-Roms or CD-Roms on personal more literate. As a result, game plots have computers either connected to a network developed added depth, elements of self- (eg the ) or disconnected, expression and personalisation. Games have controlled by the keyboard and mouse or incorporated plotlines from literature, poetry other device plugged into the hardware and film, and these cultural artefacts have also found inspiration in the bits and bytes of digital entertainment. 7

Control mechanisms for games systems

Like other media, computer games are often Titles in most genres can be played categorised into discrete genres, but in practice cooperatively, via a network connection or there are currently almost as many genres as multiple input devices, or individually. Most there are games – from elaborate simulations games are played on a single machine, of entire 3D worlds to intricate puzzlers which although internet technologies now allow last 30 hours of playtime or more. Broadly dispersed players to access the same game speaking the primary commercial categories on distributed devices, a category known as include (British Academy of Film and Television online gaming. Arts, [BAFTA] 2006): The control mechanisms for the console ■ Action and Adventure systems can range from joypad controllers to specialised controllers that are relevant to the ■ Casual actions of one or more games (eg dance mats, infrared cameras). While there are few existing ■ Children commercial adaptations for users with limited mobility, there is an active development ■ Massively multi-player online game (MMOG) market for this demographic that promotes and produces products for use with traditional ■ Puzzle and adapted games (eg OneSwitch.org, ACE Centre and the Independent Game Developers ■ Role playing game (RPG) Association Accessibility special interest group).

■ Simulation Gaming history The UK has been a driving force in the global ■ Social computer games scene since the early 1980s when British inventors released accessible ■ Sports micro-computers to the mass market. The predominance of home systems ■ Strategy in the UK meant that a generation of young people developed key skills while devising, Educational theorists have also added designing, programming, publishing and knowledge-based, drill-and-practice and maths distributing interactive products from their (Prensky, 2001; Griffiths, 1996; 2002; see bedrooms, establishing the foundations for Appendix A for definitions of each genre). the globally-recognised creative development industry that exists today.

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New and powerful machines like the BBC Since 1995, over 25 million dedicated Micro and Sinclair’s range of micro-computers computer games devices were sold in the for the home permeated the public UK (discounting PCs), enough for one in every consciousness throughout the 1980s. They UK household. In addition, almost 280 million were available, affordable and provided simple units of leisure software were sold in the UK platforms on which to develop new software. during the same period, enough for every As a result, British game development household in Britain to own 11 titles each. companies flourished, importing and exporting products to international audiences. On average, UK gamers between the ages of 6–35 spend 12 hours per week playing The UK games consumer computer games (Parker, 2006) and have been Computer gaming is now a mass-market playing for 10.4 years – a period of time that leisure activity, with millions of players roughly coincides with the release of the first throughout Europe. There are over 15 million Sony PlayStation in 1995. It follows that active game players aged between 15–24 younger players have spent a greater years, but the average age of a gamer is 29 proportion of their lives with interactive years (BBC, 2005). A huge installed base of entertainment, and are more likely to play 51.2% of British men and 25.1% of British daily (BBC, 2005). Research into the playing women aged 10–35 play games regularly habits of younger gamers indicates that (Dromgoole, 2004). children in Key Stage 2 (7–11 year olds) play

Sinclair Spectrum BBC Micro

Sinclair Research released the Spectrum in 1982. The BBC Micro emerged from the Computer It quickly became a hugely popular machine with Project of the BBC’s education over 20,000 home-grown titles, ranging from department in the early 1980s after it was practical applications to an enormous cache of forecast that computing would become an entertainment games. By most accounts, the important economic, industrial and cultural Sinclair Spectrum is responsible for creating the driving force in the UK. The machine was enthusiasm for and the momentum to create developed by Acorn systems, and with the games in the UK. It is also valued as the machine benefit of the BBC’s first-party support, it made which introduced a generation to the potential influential appearances in a specially of information technology (IT). commissioned broadcast programme.

The hardware was designed to be used by The machine’s greatest asset was the accessibility hobbyists to create software. Many of today’s of the hardware, and the subsequent release of most well-regarded UK developers began their a large library of educational and entertainment programming and designing careers on the software. Its reach surprised even the creators Spectrum. Many of today’s British publishers, who had anticipated sales of 12,000 units; sales responsible for the marketing and distribution of the Micro surpassed one million within one of software, were established in the Sinclair era. year of its release.

The hardware was also an asset for The Micro was adapted by schools for educationalists. It was incorporated into the educational purposes, and was used to develop Department of Industry’s programme to computer literacy and IT skills. distribute microprosessing hardware and educational materials to education authorities throughout Britain, and was used in most schools in England, Scotland and Wales. 9

more than those 14–16 year olds in Key Further, they report that they enjoy titles from Stage 4 (McFarlane, Sparrowhawk & Heald, which they can learn (Graner Ray, 2004; 2002), a trend most marked in girls, who tend Krotoski, 2004; Krotoski, 2005). to play games when they ‘have nothing better to do or are bored’. This gender drop-off does Gamer spending not suggest that computer gaming is irrelevant From a global perspective, the UK is a world to pre-school and school-age girls; results leader in the consumption of computer games of a 2005 BBC study indicate that 100% of products. It is the third-highest consumer of children between 6–10 and 97% of 11–15 gaming software after North America and year olds play computer games (BBC, 2005). Japan (Parker, 2006), making it a major player in the global industry. Software choice Gamers’ software choices reflect interactive The UK gamer spends more on games, buys versions of existing leisure pursuits. The top more games at an average of £150 per month five commercial games in 2005 fell into three and plays for longer than others in Europe categories: football simulations, driving (Parker, 2006). One-third of all Western simulations and action and adventure (see European software sales are made in the UK, Appendix B for a description of the top 10 almost twice that of the next highest country games in 2005). in the EU. Not surprisingly, then, the UK’s consumers have the highest number of Children report that they enjoy commercial console and handheld platforms in Western games for their visual representations, Europe. Only Germany supersedes Britain in graphics, design structure, the type of activity the PC games domain. on screen and the challenge which the games offer (McFarlane et al, 2002). These are These spending patterns translated into a consistent factors important to older players, £1.2 billion software economy in 2005, with but adults also choose titles for their 57.5 million units of gaming software sold entertainment value. They also increasingly cite through retail outlets, making it the second- innovation, depth of story and depth of most lucrative entertainment activity in the UK character as important to their playing (Parker, 2006). Almost half of these purchases experience. Because they play fewer hours per were for Sony’s PlayStation®2, which has an day than children, they tend to prefer titles installed base of 8.03 million units. that allow them to dip in and out of products without punishment for lack of commitment.

Football simulation Driving simulation

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The average price of software in 2005 ranged cheaper and the drop in hardware prices from £22.64 for a PlayStation 2 to £44.68 for makes gaming more affordable. This opens up a Microsoft Xbox 360. The disparity between real potential for budget-strapped developers the prices reflects the length of time the who may not have the economic resources of hardware associated with the software has the commercial sector, but are keen to exploit been on the market; the PlayStation 2 was those hardware platforms widely available in released in 2001, and is considered a ‘current the market. generation’ console. The Xbox 360 was released in November 2005 and is the first Contributing to culture widely available ‘next generation’ console on Computer games are as much a part of the the market. This distinction is resolved in the UK’s media repertoire as television, radio technological prowess of the hardware (see and film. Increasingly, cultural institutions Appendix C for technological descriptions of are recognising the role of games as both the consoles). economic drivers and social artefacts.

The longevity of a games platform machine/ In 2002, the Barbican and the National console lasts as long as there are interested Museums of Scotland organised GameOn, parties. Games continue to be made for a one of the first computer games culture console after its shelf-life has run out. The exhibitions in the world. The event showcased commercial releases for obsolete hardware are the history and culture of computer gaming

Demographics: UK games industry

The UK industry is the third-largest interactive revenues approaching £50 million for each title, entertainment market in the world with the making -selling games’ earning highest number of games development potential comparable to that of the biggest companies and publishers in Europe. In 2005, films, around half that of video/DVD best-sellers the export value of the UK games market was and twice as lucrative as music’s biggest earners up 5.6% from 2004 at £451 million (Parker, (see Figure 1). 2006). There are 150 development studios in the UK employing 21,000 people, some of Figure 1: Graph showing UK entertainment which have produced some of the best-received market comparison 2003 video games of all time.

The games industry represents a 30% share of the UK’s entertainment media (film, games and TV). It is a thriving, significant, creative and economic force in contemporary Britain. On a global scale, the world market has almost tripled in value since 1995 and few, if any, other media markets can show comparable growth. The global interactive leisure software retail market was worth £19.1 billion in 2005 (Parker, 2006).

The UK industry’s best-selling series now sell close to one million copies each per year across Leisure Cinema VHS/DVD VHS/DVD Music all games hardware formats. Some titles sell one Software Box Office Rental Retail Retail million copies within weeks or even days of Source: Screen Digest release. Such selling power can bring gross retail 11

from its origins in 1962 to the present day. In November 2006, the London Science Museum and Nintendo will co-sponsor the GameOn exhibition as it returns, updated, from its international tour.

In 2006, as part of the BBC’s Culture Show and in conjunction with the Design Museum, two British-made computer games were shortlisted for the Great British Design Award. Twenty five UK inventions from the past 105 years were selected, including the London Underground Map, Concorde, the Dyson In March 2006, BAFTA announced that they vacuum cleaner and the World Wide Web. had elevated computer games to the same Tomb Raider, created by Core Design in Derby, status as television and film, recognising came in eighth place. The Grand Theft Auto interactive entertainment as an important franchise, created by Rockstar North in and culturally significant creative medium Edinburgh, came in ninth, ahead of the K2 demonstrating artistic innovation. This new phone booth, the E-Type Jaguar, Penguin direction recognises computer games as Books and the Sgt Pepper album cover. a separate entity from web, mobile and interactive TV. The 17 awards distributed at the BAFTA ceremony recognise best game in each genre, best game overall, audio, soundtrack and original score, technical and artistic achievement, screenplay, gameplay, innovation and character.

GameOn, games culture exhibition GameOn, first exhibition hall

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Jez San In 2003, Molyneux received an honorary doctorate from the University of Abertay, Jez San was the first interactive entertainment Dundee. He was also inducted into the Academy professional to be awarded an OBE for services of Interactive Arts and Sciences Hall of Fame, to the computer video games industry in 2002. and was awarded an OBE in the 2005 New San’s interest in gaming began in the 1980s Year’s honours list for services to the computer when he established Argonaut Software at the video games industry. age of 16. Two years later, he released Skyline Attack, his first best-seller, and soon after created Ian Livingstone Starglider, his first game and one of the first titles to appear in 3D. San and Argonaut developed Ian Livingstone’s business background is the Super FX chip, the first 3D graphics peppered with a wide range of interactive accelerator chip, and sold it to industry giant development experiences, from co-authoring the Nintendo for use in 3D gaming on their Super multimillion-selling Fighting Fantasy interactive Nintendo gaming system in games like StarFox. gamebooks to seven well-received board games.

San is the co-author of the book Quantum As executive chairman of games publishing Theory, published by Century in 1984, and was company EIDOS plc, Livingstone secured many of voted Entrepreneur of the Year by the European the most well-received and best-selling major UK Technology Forum in 2001. He co-founded The game franchises, including Tomb Raider, Independent Game Developers Association Championship Manager and Hitman. (IGDA) the same year and has sat on BAFTA’s computer games committee. He is an honorary doctorate of technology from the University of Abertay, Dundee, the recipient Peter Molyneux of the BAFTA Special Award for his outstanding contribution to the interactive entertainment During Peter Molyneux’s 18-year career, he has industry and received an OBE in the 2006 New worked on numerous top-selling computer Year’s honours list for services to the computer games that have attracted immense critical video games industry. acclaim and which cumulatively have sold in excess of 10 million copies. Livingstone is also the Creative Industries advisor to the British Council, a Creative Industries Molyneux formed Bullfrog Productions in 1987. Luminary for London and the non-executive Sales of the studio’s games topped 10 million chairman of Bright Things plc. copies. In 1997 Molyneux left Bullfrog Productions to form Lionhead Studios, a company which has produced multimillion- selling BAFTA and EMMA award-winning titles. 13

The UK also leads in recognising games as In addition, formal recognition of the cultural artefacts on an international scale. games industry has also come with the award The British games industry celebrates its role of the OBE to three industry professionals, in the wider media fabric as part of Edinburgh’s Jez San (2002), Peter Molyneux (2004) and annual August events. The Edinburgh Ian Livingstone (2006), for valuable services Interactive Entertainment Festival (EIEF) draws to Britain. a wide range of media, academic and business professionals interested in discussing and exploring the opportunities gaming technologies Summary offer. It celebrates the convergence of these media, and the potential for games to promote Commercial computer and video the work of artists, engineers and educationalists games encourage debate, adaptation, across the professional spectrum. EIEF is the first analysis and celebration. Their major annual festival dedicated to the cultural increasing presence in homes, contribution of computer gaming in the world. classrooms and public cultural institutions is testament to how they More recently, October 2006 sees the first ever have become enmeshed in the fabric London Games Festival: ‘a celebration of of the nation’s cultural identity. interactive entertainment. The festival, backed by some of the biggest names in the games industry and Creative London, part of the London Development Agency, is the first of its kind for a country that continues to be at the forefront of video game creativity.’

Edinburgh Interactive Entertainment Festival (EIEF)

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What games teach

In an educational context, play is regarded as an important part of the development of knowledge. Computer games take this further by situating formal or informal learners in complex circumstances which may be relevant to the lesson plan but are beyond those available in daily life.

Theoretical foundations Specifically, Gee suggests that each game has Computer games also offer safe situations a unique language which can be learned, and in which to explore solutions to unique the more fluent players are, the more they can problems. Since the 1980s there has been do within that context of the game. As they a growing body of theoretical and applied become more familiar with the signs and research concerning the use of computer symbols of computer game culture and games in teaching, learning and education. resources, games consumers become active Much of this research has been driven by learners, able to apply knowledge critically and two principles: laterally across domains.

1. The desire to harness the motivational power Engaging in computer games and adhering to of games in order to ‘make learning fun’. their rules means that users have a framework in which to explore, probe, hypothesise and 2. A belief that digital games offer a powerful test. This active discovery places the learner as learning tool. co-producer of knowledge, an important aspect in the personalised learning paradigm. The second point has been demonstrated by countless researchers (eg Inkpen et al, 1995; Children’s use of computer games also plays Higgins, 2000; Whitebread, 1997), and James a significant role in developing the effective Paul Gee (2003) who argues that the learning use of IT-based information and interactive principles which are incorporated into the resources. Matthew Mackereth (1998), for design of good games are close to the best example, argues that game playing can theories of learning in other contexts, including increase confidence with ICT facilities in formal and informal learning environments. other professional circumstances. He suggests He describes 36 principles which are essential that children unfamiliar with video games for a good game (see Figure 2). may lose out. 15

Collaboration and group decision-making in the classroom

There are numerous other research-based involvement and discussion (Dempsey et al indications that digital games have some 1996; Blake and Goodman 1999). potential in teaching, learning and education. For example, games can be particularly Finally, researchers argue that multi-player effective when ‘designed to address a specific options encourage collaboration and group problem or to teach a certain skill’ (Griffiths decision-making by placing multiple parties 2002b, page 47), encouraging learning in in contexts where the group must interact curriculum areas such as maths, physics, on-screen towards a common goal. Professor languages and arts, where specific objectives Angela McFarlane et al (2002) and others (eg can be stated (Randel et al 1992). Even simple Sanford and Williamson, 2005) suggest that types of game can be designed to address this stimulates problem-solving based upon specific learning outcomes, such as recall of complex tasks. factual content or as the basis for active

Figure 2: Gee’s 36 learning principles essential in good gameplay (see Appendix D for full definitions)

1. Active, critical learning principle 13. Ongoing learning principle 26. Bottom-up basic skills principle 2. Design principle 14. ‘ Regime of Competence’ 27. Explicit information on-demand principle and Just-in-time principle 3. Semiotic principle 15. Probing principle 28. Discovery principle 4. Semiotic Domains principle 16. Multiple Routes principle 29. Transfer principle 5. Metalevel thinking about semiotic domains principle 17. Situated meaning principle 30. Cultural models about the world principle 6. ‘Psychosocial Moratorium’ 18. Text principle principle 31. Cultural models about 19. Intertextual principle learning principle 7. Committed learning principle 20. Multimodal principle 32. Cultural models about 8. Identity principle 21. 'Material Intelligence' principle semiotic domains principle 9. Self-knowledge principle 22. Intuitive knowledge principle 33. Distributed principle 10. Amplification of input principle 23. Subset principle 34. Dispersed principle 11. Achievement principle 24. Incremental principle 35. Affinity group principle 12. Practice principle 25. Concentrated sample principle 36. Insider principle

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Tim Rylands – Commercial off-the-shelf (COTS) game ‘Myst has made my writing more descriptive and Winner of the 2005 Becta ICT in Practice has got me thinking about the difference senses Award: Primary, Chew Magna Primary I could write about, like what things feel like or School Project: using Myst for literacy what they smell like, and what sounds I can and creative writing. hear,’ explains Catriona, one of Rylands’ Audience: Key Stage 2 (Ages 7–11) students. ‘It has made me understand how to balance quality and quantity,’ she says. Tim Rylands uses the games in the Myst series as a stimulus for discussion, to develop speaking In addition to the language work, Rylands and and listening skills, to inspire children’s his students also compose music to accompany descriptive writing and as a way of improving their ‘walks’ and artwork to record their travels. all-around confidence in language work. The games are not designed for use in education ‘I have seen a very big increase in children’s but their incredible cross between reality and literacy skills in particular,’ he says. ‘As the ‘ages’ fantasy make them ideal as a stimulus for all have been written into existence, it makes the kinds of creative work. power of writing very obvious and books ‘cool’.’

He projects them onto a whiteboard and sits with ‘The most difficult thing about using Myst at first his students as they explore together. They ‘walk’ was having to make decisions as a group to through the environments, describing the sights solve the problems,’ says Catriona. ‘We needed and sounds in the games. Rylands observes that to learn a lot of negotiation skills so that we they need very little encouragement. Even the could work our way towards the solutions most reluctant writers seem to consider it an together,’ she observes. ‘It’s fun to talk about experience worthy of recording. where you have got up to in the game and how to solve different problems.’

Meeting educational needs through ICT in action 17

Technology supporting social engagement

Digital games as stimuli for learning Development of key skills When engaged with a game, players must rely There is extensive evidence that students at all upon inference rather than direct questioning. key stages develop skills related to the context Recognising this, developers have moved away and the content of bespoke and commercial from skill-and-drill interactive learning gaming software. In addition, teachers report paradigms towards situational and that learners’ social skills benefit because of constructionist approaches, encouraged by the emphasis on the collaboration, negotiation embedding practical knowledge in a game and shared decision-making required to context. The challenge provided by the game complete the games (McFarlane et al, 2002; design encourages strategic thinking away see Appendix E). from the interactive context because it is positioned within a variety of actions rather Rosas et al (2003) identifies four main than on one linear approach. categories into which 15 key skills fall, including school achievement, cognitive McFarlane et al (2002) found that one of the abilities, motivation towards learning and primary uses of games in today’s classrooms attention and concentration (see Kirriemuir, is to stimulate discussion, writing and 2005b). Results of particular interest to the collaboration. Indeed, most games are curriculum are positive trends in reading embedded within a wider set of activities comprehension, spelling and grammar and the relating to the context or subject under development of complex thinking and strategic discussion. It is argued that they work best planning. Mitchell and Savill-Smith (2004) add when integrated into the lesson plan, rather examples of games which support basic skills, than when they replace it. engage students in learning, support information retrieval, encourage social learning and support multi-disciplinary skills. Other evidence confirms these findings.

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Computer games as an enabler

Case study GameOn!

Claire has athetoid cerebral palsy and has ‘We are focusing on PC games since they problems controlling her limb movements. Her support a wider range of input devices and are enthusiasm for learning has been transformed by more commonly used by children with physical access to a computer and printer. A special and communication needs. The database will joystick and a switch have enabled her to create include information on speed of control and designs and write music. feedback from user trials, and will allow users to sort games by their interests.’ ‘Creative use of software can raise motivation and self-esteem,’ Mick Donegan, a deputy The GameOn! website will also refer to available director at the Aiding Communications in hardware. Joysticks can be used to improve Education (ACE) Centre, explains. ‘We would like dexterity and hand-eye coordination, while web to motivate those with leisure time who might cams and the Sony infrared EyeToy camera for otherwise watch TV. With games, they can the PlayStation consoles can be used to improve interact and excel at something, and use their spatial and body awareness. leisure time constructively.’

The ACE Centre is developing a website called GameOn!, which includes a database of accessible games and leisure software, including a list of the devices required to play them. Some games such as flight simulators, for example, can be accessed with voice control devices.

Removing the barriers to learning

Case study Kar2ouche: Social Communication

Immersive Education’s Kar2ouche software range For children with an Autistic Spectrum Disorder is based on a visual, game-like interface. ‘We try (ASD), the inclusion of wooden stick figures has to make all our products suitable for learners helped them tell stories without the intimidation with special educational needs, because we take of facial expressions. They can also print their the view that every child has a special need in work as evidence of their learning. some way,’ explains Donna Burton-Wilcock, Immersive’s Director of Education. Liz Connors, a specialist advisory teacher for autism at Kent LA, is using Kar2ouche: Social Kent Local Authority (LA) and Immersive Communication alongside other Kar2ouche Education worked together to develop a products. ‘We want inclusive practice rather than software programme to help special needs separate provision for students with ASD.’ students develop their social skills. It allows children to role play everyday situations at home and at school, add thought and speech bubbles, record in their own voices and save the role play as a movie. 19

Many researchers indicate that there are Computer game software allows learners to aspects of learning in games which lie outside work at their own pace providing auditory as the current national curriculum’s key skills. well as visual stimulation. They can stimulate Across the literature, practitioners and and engage, encourage collaboration, and researchers recognise that there is a disconnect appeal to disaffected students. between some of the important skills which are encouraged by gameplay and are relevant Although barriers to learning can be broken to life outside of school, and the national down through interactive experiences, game curriculum (eg Kirriemuir, 2005; McFarlane et technology works best when combined with al, 2002). The researchers at Teachers teaching and group activities. ‘Interactivity is Evaluating Educational (TEEM) a major part of engagement,’ explains Alistair highlighted that both teachers and parents McNaught of TechDis. ‘But tasks that are set rate the thinking, conversing and collaborating by teachers can be engaging, even when the skills which some of the games demanded, yet interactive resource is not. The social context it was frequently reported that there was no for learning is just as important.’ time in school for these products because they do not match key skills requirements. Interactive learning and computer games can be motivational and accessible. They can Removing barriers to learning stimulate and simulate, educate and entertain. Gaming technologies are also useful tools for They promote skills which extend beyond the reaching students who have difficulty learning acquisition of ICT, encouraging learners to in traditional classroom contexts. consider conceptual problems and objective solutions. The technology supports learning in Nearly one in six English children are a way that allows users to make choices which considered to have special educational needs are relevant to their unique learning needs. (SEN; DfES, 1994) and many children will have a special need at some time during their education (Parents Centre, 2006). Children Summary with SEN may need extra or specific help for some or all of their time in school. This can be Digital games may become important due to a range of needs including physical or tools for encouraging personalised sensory difficulties, emotional and behavioural learning, using these technologies has difficulties, problems with thinking and highlighted that they enable social understanding, or with speech and engagement and collaboration. communication. As the models of learning move Strategies that support teaching for SEN from prescriptive to non-prescriptive, children, such as differentiation and the use of from blanket learning objectives to multi-sensory approaches, can benefit all personalised learning goals resource children. The Government’s policy of increasing requirements may change. It is the number of interactive whiteboards in envisaged by some educational classrooms, for example, has also meant that professionals that computer and children with sensory impairments can focus on video games may prove to be an a larger screen with clearer words and images. appropriate resource in this context.

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Games in an educational context

Formal and informal learning contexts use digital games to help develop deep knowledge of important concepts. Digital games are formal play activities, with rules and procedures to master (Kirriemuir, 2005), and reward successful demonstration of procedures within the framework of their rules.

Learners report that using computer games in learning model in which the learner is an formal settings makes the educational process active participant in the construction of more fun, as they place the learning objectives knowledge at a pace and in a style which, in a framework which has relevance to the task in the case of interactive learning, is at hand. supported by the technology.

The aim of this section is to: There are two approaches to incorporating interactive learning into the classroom: ■ position electronic interactive products development of bespoke interactive learning in the classroom by providing an products, and the adaptation of commercial overview of digital game models which off-the-shelf (COTS) games. have already found a place in the learning environment, and Bespoke interactive learning products products promote learning ■ address concerns which practitioners have via interactive resources which are explicitly with them. subject or curriculum-focused. They tend to be created by educational games/software Interactive learning developers from scratch, using tools and According to the Journal of Interactive Learning resources specifically designed for hardware Research (Reeves, 1999), learning is ‘interactive’ already or easily available in classroom settings. if the learner is required to navigate through an environment which is represented or supported Historically, educational games titles have by computer technology. The types of centred on drill-and-skill models, particularly interaction can vary, but within the scope of in mathematics and science. The relationship this document, it includes negotiating, selecting between the informational component and the and responding to challenges, tasks and game-entertainment has been explicitly divided, problems via computer and games console an aspect most contemporary developers of input devices. Also important to this definition interactive learning software aim to avoid. The is the potential for collaboration with others in two most successful alternatives to the drill- immediate or dispersed networks. and-skill paradigm have been simulations and adventure games which challenge users to take Learning may be explicit or implicit, but key is on the role of detective in order to problem- that the learner engages meaningfully with the solve and explore. informational content in order to create knowledge representations of the subject Most games implemented in the classroom are matter. This paradigm reflects the personalised PC-based, although recently there has been an 21

Bespoke interactive learning products in the classroom

upswing in the number of products developed genres in particular translate well in the for alternative technologies, like handheld classroom environment: simulation games PDAs. This software is developed to address and online games (Kirriemuir, 2005). the learning objectives and requirements and needs of a particular population of students; Simulation games therefore their commercial reach is limited. From the range of interactive activities available using COTS products, most educators Budgets for commercial computer games can have found that simulation titles have the rise to an average of more than £1 million, but most confluence with learning objectives. bespoke educational products can be much Explicit learning benefits, such as fiscal more limited in their developmental costs, and planning and mathematics, are more obvious therefore their scope. Key to the disparity is in this genre of game, making them attractive that the educational computer game sector to teachers and parents. anticipates sales to a very specific audience and curriculum-relevant segment. Typically most computer game simulations either attempt to re-create an historical era, Despite the disparity in development costs, an environment, social relationships, a political educational games can have a longevity that system, scientific principles or a business model; many COTS products do not. One example is or they present a fantastic environment which MECC’s Oregon Trail, developed in 1974 to adheres to game-designed rules based upon simulate the trials of crossing the United States existing social, political, historical, scientific or in the late 1800s – the title is still in use in US economic theory. Science and economic classrooms today. This example is in contrast simulations are the most frequently adapted to a typical entertainment product for a home for classroom use, and have an important role game console released in 2000 which could be in business and private sectors as well. commercially obsolete in 2006. Simulation products allow players to COTS: Adaptation of entertainment products experiment with a problem in a ‘sandbox’ Increasingly, games-savvy educators are (Kirriemuir, 2005). The emphasis is on the incorporating computer games originally scientific principle of hypothesis testing; while developed for commercial entertainment into the orientation is on testing and re-testing the their lessons to address the needs of the learner. effects of actions on entities.

While there is varying relevance to the use Kirriemuir (2005) argues that simulations of computer gaming software content in the appeal to practitioners because they are curriculum, a body of evidence suggests that physically safe and can be controlled. Irrelevant informational content can be introduced with distractions, chaos and random elements and great effect through the use of bespoke and time can all be removed or adjusted. They commercial computer games. Two commercial provide the instant feedback which makes the

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Mobile collaboration

David Whyley learning experience in which the learner is Headteacher, e-Learning Consultant, responsible for managing their own device Wolverhampton Local Authority and helping to shape their own learning.’ Project: Learning2Go Audience: Key Stages 2 and 3 (Ages 7–11 Whyley explains that the mobile devices have and 11–14 respectively) become like a 21st century hi-tech pencil case. It’s used for authoring, harvesting digital data, Learning2Go uses mobile handheld computers creating digital content and managing and to engage learners by delivering multimedia integrating ICT into other infrastructures. content, internet and authoring tools. It involves teachers, learners and their families. It has also The implications of this project are already being involved collaboration between Wolverhampton evaluated and considered by the Department for Local Authority, hardware and software Education and Skills (DfES), British Educational manufacturers and academics and government Communications and Technology Agency (Becta) agencies keen to research the impact and and the Qualifications and Curriculum Authority development of mobile learning. (QCA). While there is still much to find out and learn, there is an increasing view that mobile ‘Learner voice has been key to the success of the learning is a glimpse into the future. ‘Our project so far,’ explains Whyley. ‘The Learning2Go understanding of how best to use the project has, as its ethos, the belief that learners technology for the benefits of those 21st century should have the choice and self-confidence to citizens and their families is only just beginning!’ learn when, how and where they want. The offers Whyley. project promotes a personalised

Interactive learning

Alan Carpenter The content is varied and aims to engage pupils Creative Director, 3T Productions Ltd with several activity types, including Dance Mat Project Sonica Spanish games, karaoke and Game Boy Advance-style Audience: Key Stage 2 (Ages 7–11) mini-games, that are valued as successful elements of the commercial entertainment Sonica is a fully supported language service on gaming market. There is clear evidence for these PC, commissioned by the DfES. It was designed activities’ potential for motivating and developing to help teachers, who are not Modern Foreign key skills if implemented in the right way. Language (MFL) specialists, deliver Spanish language teaching within their curriculum lessons. The overall aim is to help children develop a love of languages at an early age.

The content is designed to engage pupils across Key Stage 2. There are 240 separate activities which are divided into 15-minute chunks of learning in order to be integrated easily into current lessons across all areas of the curriculum. Future products include a handheld version for PDA, an audiovisual , and other language versions. 23

use of these games particularly effective, and networked servers. Increasingly, MMOGs are are more cost effective than re-creating the being used as virtual spaces for teaching and context under scrutiny in the classroom collaboration because they offer platforms context. Teachers report that they are most which allow for multiple users, group activities useful in provoking further discussion after and content creation. the simulated exercise. There are two types of approaches which fall Simulations do have their limitations, notably into this genre: goal-oriented virtual worlds, the hypothetical, complex or qualitative and social virtual worlds. In the former, users models which they implement often lack real- have almost complete autonomy in their world validity. approach to resolution; these spaces are clearly created with stages, steps and processes. Online games Another COTS genre which is increasingly The latter, on the other hand, are characterised finding a place in UK classrooms are online by an open-ended experience with the intent games. These products are accessed and played of creating a space which is used by ‘players’ over the world wide web by users connected to to socialise and collaborate. the internet by a PC or a games console. Kirriemuir (2005) explains, the internet has Gee (2003) proposes that online games such become a predominant channel of as World of Warcraft and EverQuest assist in communication and access. Internet games tap the development of social norms through the into an existing paradigm enjoyed by children. activation of distributed knowledge. The The Children Go Online Survey (UKCGO) 2005 networks which players develop place them found that 71% of young people have access in a framework of cultural activity. He suggests to the internet via a home computer, 38% via that the kind of collaborative learning which mobile phone, 17% via digital television and goes on in online games is situated in a 8% via a computer game console. collective workforce.

An exciting innovation in the online games Constance Steinkuehler’s (2005) research space is the emergence of the massively multi- concurs. She suggests that the real-time, player online game (MMOG) genre which perpetually accessible online social interaction situates the player in an internet-based virtual in persistent virtual worlds, lays a benchmark world populated by hundreds of thousands of for learning. Further, she suggests that users internationally distributed individuals who develop skills relevant to practical work share game goals and experiences via environments through the collaborative

Access to online games via home computers and mobile phones

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problem-solving and collective intelligence Issues and concerns which emerges among participants who hold Several researchers have assessed the different community roles. Users become both effectiveness of using COTS games for insiders and producers of knowledge. classroom-based learning, returning a somewhat mixed and complex set of results COTS games in the classroom and conclusions (eg Squire, 2004; Egenfeldt- The classic approach to incorporating COTS Nielsen, 2005). games into classroom settings is for each pupil to use a copy of the game on a computer, Recent surveys of predominantly UK teachers working/playing in isolation. Kirriemuir (2005) who had attempted, or wanted, to use points out, however, that the most effective mainstream digital games in the classroom (eg examples are from group or collaborative McFarlane et al 2002; Kirriemuir 2002) have game-based learning. revealed a number of issues and concerns. The most frequently cited are:

COTS simulation in the classroom

Stephen Fessey, Park View City Learning awareness. Many did not realise the jobs that Centre, Birmingham are entailed in running a school and how Project School Tycoon essential they are. Audience: Ages 10–11 ‘Two teachers at the centre coordinated it and it The School Tycoon project is an example of a was played by 90 Year 6 pupils (10–11 years old) COTS game being used to promote deep in three groups of 30. knowledge of a subject. Learners were required to transfer information conceptually between ‘The pupils were given cards to make their own the modes of study (Kirriemuir, 2005). ‘physical’ school within a budget and were then shown the software. They were allowed to play ‘We were originally going to use SimCity 4 in the ‘sandbox’ mode for an hour and then we but thought it too detailed for the 1.5 hours we print-screened the final school with financial had the children. School Tycoon allowed us to and academic results to determine who had get the children to develop their spatial thinking been successful.’ skills, fiscal skills, numeracy and even social

Active learning

Steve Casey, PE teacher ‘The pupils' reactions were excellent. Using the Matthew Arnold School, Surrey machine provided a very different environment. Project: Circuit training with the Kilowatt Rather than using a joypad to move, all machine and a PlayStation movement is done by the whole body while Audience: Key Stages 3 and 4 (Ages 14–15) holding on to the handles of the Kilowatt. The resistance on the handles provides a muscular ‘The Kilowatt machine is a mechanical frame workout. Between one to eight players can play. with electronic output which conects to a console or . During PE lessons at the ‘It proved to be very successful and a big hit with Matthew Arnold School, they connected it to the kids.’ a PlayStation 2 as part of an exercise circuit. 25

■ t he difficulty teachers faced in identifying Other issues raised by teachers include: the relevance of a particular game to some component of the statutory curriculum, as ■ the lack of support materials, such as well as the accuracy and appropriateness of lesson plans, for using specific games the content within the game within a curriculum-based lesson

■ t he difficulty in persuading other school ■ the lack of verification (preferably by an stakeholders as to the potential/actual independent body) that a game is suitable educational benefits of computer games. for a particular purpose – for example, Parents, other teachers, school governors, that the content is accurate and headteachers, local authorities and other appropriate for the learning age range bodies have an influence on how a school operates. Many people still see games in ■ software licensing agreements. Those the classroom as a controversial – and imposed on schools can restrict what incompatible – combination; teachers are software is used, especially games- concerned about how much time they oriented titles would have to spend defending their choice of learning tool ■ the age of classroom-based computer hardware, which is often several years old ■ t he lack of time available for teachers to and lacks the necessary power or capability familiarise themselves with the game, and to run contemporary games titles methods of producing the best results from its use ■ the lack of an anytime ‘save’ function in many games, so that game use can stop ■ h ow the effects of using the game on when the lesson ends and resume, without learning, content and skill improvement the need to repeat previous progress, can be measured during the next lesson

■ t he amount of irrelevant content or ■ the learning objectives may not be functionality in a game which could not congruent with game objectives, a point be removed or ignored, which (often picked up by Clark (2003) repeatedly) took up lesson time. ■ the imbalance caused if some pupils are This last point is one mentioned frequently by already very familiar with the game, while many teachers. Loading screens and others in the same class are not unavoidable tutorials are cited as the worst offenders; compulsory viewings of the same ■ the cost of buying multiple copies of COTS full motion video are also considered by some games for use in the same class teachers to make some games unusable within (educational digital games usually have an efficient, classroom learning situation. some kind of classroom use licence)

Further, many teachers are wary of using games ■ debriefing – after gameplay, what are the with either implicit or explicit violence, as they best models for debriefing, discussion and are concerned about the reaction from parents, learning reinforcement governors and the wider media. However, there are other issues that can make game use ■ differing enthusiasm and perceptions, problematic. Research by Bristol-based research especially between boys and girls. Stoll group Futurelab (2006) indicates that both (1999) agrees, arguing that ‘what seems students and teachers are sensitive to the like a game to someone will feel like work cultural representations in games and believe to another’. that they can reinforce stereotypes and have other similar negative effects.

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To address some of these concerns, researchers Online gaming and online safety have proposed elements which, if incorporated Many of the games designers and publishers into computer game design, would make involved in products that support online them of greater use in educational contexts. gameplay and related online services are They suggest COTS developers produce a assessing and seeking to address issues of handbook of the structure, content and online safety. Research suggests that there underlying theoretical (eg economic, physical) are strong reasons for understanding the models, which would be made available with issues, namely: the software. Designers might also propose ideas for using the product in the classroom. ■ the use of online technologies in bullying. Further, to counteract the often confusing and An MSN/You Gov survey found that 11% technical manuals included with COTS games, of UK teenagers had experienced bullying the handbook could include guidance notes involving online and mobile communication for non-gamers (McFarlane et al, 2002). ■ the potential exposure to explicit and Other suggestions include (eg McFarlane et al, upsetting content. The LSE’s Children Go 2002; Sanford & Williamson, 2005): Online final report [www.children-go- online.net/] found that 38% of children ■ noise-off features surveyed had unintentionally seen pornographic content online ■ pre-set scenarios which could be editable for teacher adaptation ■ the potential risks of sharing personal information online. The UK Children Go ■ a form of assessment built in to the design Online survey found that 46% of children had given out personal information online. ■ increasingly simplistic interfaces, so time spent developing an understanding for the The games industry has responded at mechanics of the game is reduced different levels, with industry bodies, online games service providers, government ■ reconsideration of how race, gender, age organisations and independents to take and disability are represented online safety seriously.

■ pre-designed outlets for reflection.

(See Appendix F for further considerations.)

COTS games in the classroom help encourage collaborative learning 27

The role of COTS in decision-making

Joy Thompson of weeks; so far a giraffe escaped because we St Nicholas School, Yorkshire didn’t get the right sort of fencing (false Project: using Zoo Tycoon to facilitate economy) and we’ve had two baby penguins group decision-making because we’ve lavished loads of money on them. Audience: Ages 9–11 ‘Fun aside, playing the game together calls for ‘I’ve been using Zoo Tycoon with a Years 5 and lots of cooperation, taking turns, strategic 6 group of about a dozen who score less than planning and talking. I believe in maths terms it level 2 in maths. These are a group of special comes under the national numeracy unit ‘money needs children (two of whom have significant and real-life problems’.’ behavioural difficulties), who have trouble cooperating and concentrating for any length of time.

‘I use the game a few times a week with a data projector and PC for maybe 15 minutes of a lesson. I hold the (radio) mouse and pass it round as required. I use it as a discussion ‘tool’, a sort of playing by committee. We discuss what we can afford to put in the zoo, how much fencing, terrain etc. We’ve been playing a couple

■ the UK Home Office Task Force on Child Summary Protection has produced the Good practice guide for the moderation of interactive Two methods of introducing computer services for children. gaming technologies into the classroom http://crimereduction.gov.uk/Internet05.htm have been 1) to create bespoke educational software products and 2) to adapt COTS ■ UK government and leading businesses are products for classroom use. Both present working together on Get Safe Online, a benefits, but also have problems: bespoke free, public service developed to help you products have limited commercial appeal protect against internet threats and but high confluence with the curriculum, providing resources and advice for parents, and COTS products lack the support teachers and young people. materials to map effectively in a structured www.getsafeonline.org way to the desired learning outcomes. If COTS products are intended to be ■ the Child Exploitation and Online Protection integrated in classroom activities, Centre (CEOP) coordinates police powers practitioners recommend that appropriate and relevant expertise in the UK and is materials such as lesson plans are provided linked with child protection initiatives to assure them that the products are around the world. www.ceop.gov.uk/ applicable and appropriate.

■ for education Becta offers a comprehensive information service and provides advice for schools on how to use technology safely. www.becta.org.uk

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Technologies in the classroom

The research revealed in the previous sections of this report recognise that computer games can be important tools which can assist in the learning and education process. This section illustrates some issues concerning where and how interactive learning is formally and informally implemented in English classrooms.

Technology in the classroom Of these computers, 96.6% in primary and In 1997, government funding for ICT in 99.8% in secondary schools are networked. schools for the year was £102 million. In More than 99% of schools throughout the UK 2007, government funding in this area was have access to the internet. 100% of schools projected to increase to £741 million. 100% in the M25 district have broadband of schools have access to computers and connectivity (BESA, 2006). spend £119 million on digital learning materials every year (BESA Resources In In higher education, the saturation of English Schools 2005). computer technology increases phenomenally. All universities are networked and have In January 2006, there were, on average, 37 broadband internet access. desktop computers per primary school and 275 computers per secondary school used Besides desktop computing facilities, other solely for teaching and learning purposes technologies have transformed learning (BESA, 2006). In practice, there are currently environments, and have made the potential 6.2 primary school pupils and 3.6 secondary for computer games’ introduction into school pupils per computer throughout the classroom settings possible. In 2006, primary English school system. schools have on average 14.3 ; secondary 63.1 (BESA ICT in English Schools).

Technology transforms learning environments 29

Technology transforms learning experiences

92% of schools had an average of 2.3 digital of the type of initiatives that enable and cameras/digital video cameras. On average, encourage collaboration between industry primary schools now have six interactive and research (Egenfeldt-Nielsen, 2005). whiteboards; secondary 16. While there was less than one palmtop computer per child in Further, the role of public broadcasters in primary and secondary schools in 2002, since interactive learning has been key, consistent that time, the number of palmtops has with their other education initiatives inspired increased by an average of 0.2 in primary and by the establishment of the BBC’s charter in an average of 2.2 in secondary. Indeed, all 1922 as a public service, and later the Open facilities have increased. University in 1967. The BBC’s relationship with learning technologies expanded in 2003 with The cost of ICT in 2002 used solely for the establishment of the Digital Curriculum teaching and learning purposes was just over (now BBC jam: http://jam.bbc.co.uk), an online £21,000 per school. The greatest expenditure service for 5–16 year olds. was in secondary schools, where almost £7,000 was spent on software and digital Curriculum Online was set up by the content alone, compared to the average spend Government in 2001 to encourage the use of £2,400 (DfES, 2002). BESA (2006) estimates of ICT in schools. The aim was to stimulate that the funding for ICT in 2006/07, including a vibrant digital content market and to increase eLearning Credits (see next column), will total the choice of software available for teachers to £13,910 in primary schools and £60,130 use in lessons. One component of the in secondary. programme is the eLearning Credit scheme, announced in early 2003, which distributes Government/public broadcaster initiatives eLearning Credits (eLCs) direct to schools for Interactive learning has witnessed the purchase of multimedia learning resources, a commendable amount of support from including interactive learning software which the UK Government. On the world stage, supports the national curriculum. its involvement is an outstanding example

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£330 million had been provided until 2006, In March 2006, there were several thousand and a further £125 million was made available software applications available through in January 2006, to be spent by August 2008. Curriculum Online. The greatest proportion On average, primary schools have £3,500 to was for maths Key Stage 3, ages 11–14 spend from an eLC allocation, and secondary (1,200+), followed by English Key Stage 1, schools have £10,200. The definitive list of ages 5–7 (just under 1,200). The core subjects, products available for purchase with eLCs is at mathematics, English, science and ICT, were www.curriculumonline.gov.uk. the best-represented. The areas least represented were law Key Stage 4, ages 14–16 Overwhelmingly, the products available are social science Key Stage 4 and engineering educational digital resources designed to Key Stage 4. support the national curriculum in England. This includes educational games, but no COTS products.

Interactive for fun

Jacqui Atkinson, Head of Mathematics effective use has been to link an interactive Ralph Allen School, Bath activity with practice, although she admits this Product: RM's MathsAlive requires more administrative work. Audience: Key Stage 3 (Ages 11–14) Atkinson has become so adept at using Jacqui Atkinson was a MathsAlive pilot teacher the software that she now frequently adapts who got hooked on the resources and now resources to fill in the gaps. She argues that uses its library of materials in conjunction with MathsAlive fits well with the core and MyMaths.co.uk and other resources she’s extension curriculum work, but less well with created in her classroom. It’s one of the support and lower ability needs. interactive learning solutions available to purchase with eLearning Credits from Using the interactive resources included with Curriculum Online, and was a BETT award the software has caused her to reflect on her winner in 2005 (the annual awards identify teaching more and to spend more time and reward innovative technological products planning how to teach, rather than what and services; www.bettawards.co.uk). The to teach. resource has over 2,000 activities which include classroom work, individual worksheets, games and multimedia tools.

While initially Atkinson had trouble with getting to know all the elements available, she finds it easy to use now and appreciates how it motivates pupils.

By making lessons more interesting and fun, she’s found that MathsAlive aids students’ learning – particularly visual learners. The most 31

A recent BESA report highlighted perceived Technologies already adapted for gaps in the software provisions. At primary, classroom use they noted Early Years, Humanities, Games/PE, Almost all technologies have already been Music, Control and Monitoring (for Macintosh adapted for classroom use in one way or computers) and Special Needs (for Macintosh another. PCs and laptops represent the highest computers). At secondary, they noted a lack of proportion of ICT hardware in learning Humanities material and quality packages to contexts, but other equipment, including cover whole key stages. palmtop computers, interactive whiteboards, digital cameras and video cameras, DVD Primary and secondary teachers report that players, video conferencing and digital they choose software based upon its televisions have found homes in UK schools curriculum relevance, on how easy it is to use, (DfES, 2002). and on how interactive it is. Primary teachers also indicate that good graphics, fun and Dedicated computer game consoles, whether configurability are important factors in choice. television-based or handheld, have made Secondary schoolteachers choose their fewer paths into formal learning contexts; software based upon its focus on learning and however this is beginning to shift as game- how well it keeps pupils’ interest (BESA, 2006). literate teachers are incorporating them into their lesson plans in order to utilise their unique potential.

Video cameras adapted for primary children Video conferencing for Key Stage 4

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Future lessons

Futurelab, , Interactive ■ Even where teachers believe digital games Software Federation of Europe can be useful and constructive learning Project: Teaching with games tools, they often feel they aren't able to Audience: Teachers and industry recognise these skills while remaining within the boundaries of the national In August 2005, leading games industry curriculum. publisher Electronic Arts, education and technology think tank Futurelab and the ■ Teachers must be very familiar with the Interactive Software Federation of Europe (ISFE) software in order to make best use of it as announced a one-year research project a teaching tool. Students also need to be investigating the potential for COTS products in able to play the game being used. classroom settings. The project aimed to provide practical evidence of the implications of the use ■ There are skills which make it easier for of mainstream gaming entertainment in schools, teachers to integrate these games into and to set out a strategy for their inclusion in their teaching, including fluency with ICT future lesson plans. Findings included: as a teaching tool and playing the games themselves. ■ Over two-thirds of students think that computer gaming in school would improve With this research, Futurelab and its partners their ICT skills and almost 50% believe hope to make it easier for teachers to be aware games will improve their problem-solving of the ways in which games may be used in their and strategic thinking skills. teaching, by describing the barriers and successes encountered by the teachers with ■ ICT provisions fulfil needs specific to schools whom they have been working. which are different from those in the home or office. Schools have a need for more rigorous user account management software, which can conflict with copy-protection measures designed for domestic PCs. 33

PS2 console Microsoft Xbox 360 console and controller

Technology and barriers to use platform. In other words, Microsoft Xbox titles While many technologies are present in are not compatible with Sony PlayStation schools, it is important to recognise that they hardware and vice versa. Furthermore, if more may not be capable of running computer than one machine needs to run the software at gaming products. Titles specifically developed the same time, another disk must be purchased for classroom interactive learning use are for each console. This problem is also applicable created for machines which have very basic to PC titles, as school PCs may be of minimal technical specifications; COTS products are specification, and computers that learners often designed for high-end PCs or require access may not have the required components dedicated hardware, which limits their to run COTS software. applicability to schools with limited hardware spending budgets. Summary Console products (eg Sony PlayStation series, Microsoft Xbox series, Nintendo Game Boy) do Provisions are available for have the benefit of being relatively affordable. incorporating computer gaming The next generation of machines have been technologies into classroom contexts; designed to be internet-ready, thereby reducing however at present there are expenditures for network-ready computers. limitations, technological, financial, Unfortunately, a major barrier is that these pedagogical and cultural, to consoles only support software created for each introducing them into schools.

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Games in a global context

Digital gameplay is an increasing global phenomenon although we do not all play the same games in the same way. For example, in Germany the market for games consoles is almost non-existent but PC-based games are popular, in Japan there is an active market in downloadable games for the mobile phone whereas in the UK people rarely go beyond the pre-installed games that come with their handset.

Increasingly, the global picture is that adults are learning is being explored and developed playing digital games at an unprecedented globally. Rather a selection of some of the more level, and the average child in the developed advanced development and research projects world has more options for entertainment than from the US, Europe, South America and China the average 20th century potentate. are offered here to give a flavour of some of the best work in progress. It is no wonder then that the clear engagement qualities of digital game play have come to the In the US, a group at Wisconsin-Madison attention of those who wish to be attended to, works on a range of game-related themes perhaps none more so than those who wish to from MMORGs to epistemic games. This last is educate us. It is beyond the scope of this report a term coined by David Shaffer to describe an to give a comprehensive review of how the advanced form of immersive role play game relationship between computer games and where learners are inducted into the ways a

Urban Science: An epistemic game for innovative thinking – United States Like real planners, players have to balance the David Williamson Shaffer costs and benefits of alternative choices. After University of Wisconsin-Madison completing a land use plan, players present their proposals to the city planning office. Urban Science is a computer-based game in which high school students work as urban As a result of playing by the rules of urban planners. The game begins when players get planning, students learn to think like urban a project directive from the mayor: create a planners. For example, after the game, one detailed redesign of the local pedestrian mall. player said: ‘I really noticed how [urban planners] They get a city budget plan and letters from have to think about how the crime rate might concerned citizens about issues such as crime, go up – or the pollution or waste – depending revenue, jobs, waste, traffic, and affordable on choices.’ Another said that after playing the housing – the kind of materials and issues game, she walks down the street and notice[s] that urban planning students read as part things, like, that’s why they build a house there, of their training. or that’s why they build a park there.’ Players’ thinking about urban issues becomes, on average, 72% more complex after playing the game. 35

Screenshot of Urban Science Uncharted Depths

range of professionals think and act in their researchers to create a complex immersive 3D disciplines. In this way school subjects become world within which players experience what it more than the 500 things you are supposed to is like to be an active researcher exploring a know about, and turn into truly constructivist new environment and conducting a variety of experiences where the learner comes to field work and experiments to try and understand and even think like a scientist, understand it. In particular, the constraints town planner, engineer or journalist. and tools offer a very realistic experience of science in action, even though the world itself Taking this approach one step further the is somewhat fantastic. The production values Uncharted Depths project is a collaboration are of sufficient quality to equal those of between a commercial game company and COTS games.

Uncharted Depths – United States

Dan White Behind this topical layer of information is a Filament Games second, more empirical layer that can only be detected using specialised equipment. All other The Uncharted Depths project is a collaboration equipment must be acquired with grant money. between a commercial game company and researchers to create a complex immersive 3D These tools represent the ‘verbs’ that help world within which players experience what students frame their inquiry. Since players can it is like to be an active researcher exploring only carry four tools at a time, they must have a new environment. a specific agenda in mind when loading out their submersible and conducting a dive. In Uncharted Depths, the ‘field’ is a mysterious Because the teacher is in charge of approving and unexplored alien ocean ecosystem. grant requests and distributing game currency, The model is simple enough to be digestible, they can embed this process with as much but complex enough to accommodate freedom or structure as they deem necessary experimentation with a wide variety of research for each student/classroom. methodologies. The game attempts to model many of the systemic phenomena that make Students walk away from the game with solid the natural world tick. personal experiences upon which to base future learning about research practices and the field of science at large.

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Collaborative gaming – Chile

Miguel Nussbaum In order to complete the game each player needs Universidad Catholica, Santiago, Chile to complete tasks. Only one of the characters has each necessary skill, but each player can also In learning to work with diverse viewpoints help their fellow learners. All the children are the children come to realise that a variety responsible for the outcome and have to work of conceptions of the world is what enriches as a team to succeed. a discussion. The children’s previous knowledge, mutual Groups of three each have their own PDA feedback, and own and shared reflection allow wirelessly connected to the other two. One of them to build their answer as a group. The our aims is to develop social and communication children contribute their ideas and knowledge abilities. In this game, a series of obstacles must socially, interacting and negotiating strategies be overcome in order to spell a word. The and roles. All the necessary information and activity starts when the machine speaks a word a game and pedagogical structure are provided the children have to construct. Before they start through the PDAs. Thanks to the small size they have to find out how the word is spelled of the device, face-to-face interaction is and determine a strategy to achieve this aim. encouraged as they sit facing one another, Each player can see three characters, controlled not a common screen. by team-mates, and each has a specific ability.

Global Countdown – Norway

Vibeke Guttormsgaard advisors can’t see. Together they interact in Universitet de Oslo a story (presented as film clips and graphic presentations) following a research ship in Global Countdown is a collaborative project the North sea, accidents on board, threats funded and provided free to schools by Telenor, of corruption etc. The choices being made by the main communications provider in Norway. the presidents have direct impact on the next It provides a technology based role play strategy/ part of the story, and finally on the outcomes. negotiation game for groups of high school children. It takes around two hours to play The mission of the game is to save the planet through the game. from a nuclear disaster through negotiation with the other leaders and communicating good The game is played at set locations (Telenor has advice based on information from different set up 7 game rooms in Norway, one of them sources. The teams also compete in – while portable). There are four teams of players, saving the planet – generating values for their representing four regions; east, west, north and own region. south. Each team has a president and a board of advisors. Each president negotiates with the The aim is to increase ICT ethics and safety, other presidents, and communicates with his/her political and environmental awareness, advisors through a phone headset, camera and negotiation techniques and cooperation. a tablet PC. The advisors get a lot of information The game has relevance to several curriculum through different mobile devices (phones, PDAs, subjects; history, science, media studies, and cameras etc.), and the presidents get information uses state-of-the-art technology in an through film clips and text on a screen the advanced way. 37

In Chile an interesting project working with Summary younger children had explored a very different approach using a different technology. Here All the activities explored in this section children work in groups of three, each with are collaborative in nature, reflecting their own PDA. This is a well developed model the latest developments in leisure- that this group has used successfully in a based computer games. The range of managed collaborative learning development of the necessary skills activities with learners from pre-school to to accomplish a strategic collaborative adult. The latest and arguably most ambitious task is an important element of all implementations consist of a collaborative these games. Players do not play game scenario. Each player in the group sees alone; indeed they need to play the same vista, from the same perspective on and cooperate with others in order their own device and take turns to operate to succeed. their own character, which only they can activate. In order to complete the game, each The most interesting projects worldwide character must play its part and in the correct also seek to develop games that have sequence. The design aesthetic is reminiscent authenticity for the players and of some handheld console games, but the relevance to the world beyond the collaborative model is unique. game. They are truly engaging and in the process of playing, the content, as A recent study of game related productive Gee (2003) explains, ‘comes for free’. online communities in China reveals how the fan production associated with game play is Of primary importance in these projects not restricted to the Anglophone world. is the design of the whole computer Chinese Paladin is a series of fantasy role play gaming experience. The digital games that is extremely popular with 15-30 elements range from sophisticated tools year olds in mainland China. In common with and content, to communication systems games played elsewhere, player generated and fully-fledged immersive worlds. The websites attract many thousands of power of the learning is related to the participants who seek tips and hints on use of these elements within the whole successful game play, or to share their own game context. For example in the role creative response to the game and its play games, the set up and debrief characters. Anything from music to song lyrics, elements of the task are recognised as drawings to short stories and novels are critical to the learning. In the fan fiction shared in this way. One site, Pal Union, in communities, the learning comes not September 2005 had nearly three-quarters just from the process of producing of a million such postings from a community game-inspired music, art or novels but of nearly 50,000 players. A remarkable feature from the feedback from critical friends of these communities is their willingness to in the community. share opinions and expertise in order to help one another improve their work. The level of response and assistance evident in this community would be the envy of most e-learning advocates, and very rare in formal learning attempts to establish such exchanges and genuinely collaborative learning communities (Chen and McFarlane, 2006).

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Lifelong learning

Education does not, of course, start and end at school. Before school there are important opportunities for learning. After GCSE or A level there is further education, college and university. Beyond these, retraining, evening courses and home-based learning.

The emergence of ICT and the internet as learning have trialled the use of digital games learning tools, and changes in demographics in adult education, while networks such as and work patterns, have raised the profile of special interest group SigGlue promote this continual learning and re-skilling from cradle use of technology. to grave. The spectrum of learning needs among adults This section examines the potential of digital incorporates a wide range of issues. Some game technologies for learning opportunities have had a negative past learning experience, with audiences outside formal classroom or lack the confidence to re-enter learning environments, paying attention to how the after a long absence. Others have issues with commercial games sector is adapting access, cost or time. interactive learning for these audiences. Many have difficulties with basic skills. The Pre-school learners 1999 Moser Report stated that up to seven Key audience segments for computer games million adults in England had difficulties with technology makers include pre-school children literacy and/or numeracy. A number of and their parents. Already there are game-like initiatives have focused on the development learning applications and technologies used to of these key skills. prepare young people for school, from video and DVD-based phonics programmes to child- For disaffected adults, who may have had a friendly laptop computers with software which bad experience at school, there is a stigma drills basic pattern recognition, language, attached to learning. Games and interactive colour and shape knowledge. learning can offer an alternative. Activities that can be completed informally, and at a pace Adult learning that suits the learner, may be more appealing The use of computer games for educating than a formal, qualification-based course. adults is not as widespread in implementation as it is for teaching children; this is primarily The organisation TechDis is a higher education due to marketing opportunities. A few adult- academy based in York supporting learners oriented subject areas (most notably business, with complex needs in the post-16 arena. In economics and the military) have been further and higher education, learners who adopters of such technology for some time. require assistive technologies are more able to Within the UK, various organisations such as use them appropriately but face difficulties with Learndirect, which provides directional signage systems and a lack of awareness among staff. and support to provide high quality post-16 39

Technology links the home and school

‘Establishing confidence, communication, 'Serious' Games strategies and equipment will help,’ according An emerging area of lifelong learning is the to John Sewell, a senior advisor. As with Serious Games development community which students in a school setting, strategies that creates and promotes interactive products for benefit learners with additional needs can commercial distribution that adapt the benefit others as well. ‘Students with learning entertainment paradigm from the disabilities are just part of a spectrum of entertainment games industry with training different learning needs,’ adds TechDis’ and learning from educational paradigms. Alistair McNaught.

Family learning

James Edwards, parent age-appropriate manner. Edwards’ children use it Product: VTech V.Smile, ArtStudio between two and three hours per week, ‘taking Users: William (6), Thomas (8), Harriet (9) the Pocket with them wherever they go, which is better than watching videos in the car!’ ‘We use VTech’s V.Smile console, Pocket and ArtStudio,’ explains James Edwards, father of Edwards says that the biggest initial difficulty William, Thomas and Harriet. ‘We chose them was getting accustomed to the input device and because we didn’t want the children playing the interfaces. ‘It took William a few weeks to commercial console games and preferred the master the hand-eye coordination it takes to learning aspects of the V.Smile System,’ he says. manipulate the joystick. ArtStudio was difficult to use at first, but the kids improvised and were James Edwards’ reaction to traditional digital using it after a few hours. Harriet has created games consoles is one of the reasons VTech some great artwork with ArtStudio, including a launched in 1976 with the aim of developing particularly good drawing of the Eiffel Tower!’ systems and games that parents could feel confident in allowing their children to play, and still educate and entertain them in a healthy,

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Mobile learning for post-16 year olds Stimulating the desire to learn

Audience: adults Neverwinter Nights Learning Environment Audience: College Imagine sitting in a comfy chair with a phone in hand, getting ready to learn. Or taking a practice Achievement in key skills by students at West quiz on the bus. The m-learning project has Nottinghamshire College has increased focused on the use of mobile phones and PDAs dramatically since the college introduced to support adults who would prefer informal learning based around the use of a modified learning to classes in schools and colleges. computer game.

‘It takes quite a lot of courage for some Staff in the Department of Computer Science adults to enter learning,’ explains Jill Attewell, have built learning activities into the popular research manager at the Learning and Skills adventure game, Neverwinter Nights. ‘We Network. ‘They may have had a bad experience work with learners who are 16+ who have of school or have basic skills difficulties, for not achieved well and are struggling with example a dyslexia that wasn’t recognised. maths and English,’ explains Nigel Oldham. M-learning offers a different route into ‘We decided to target their culture of playing conventional learning.’ games to drive their desire to learn.’

Learners found the technology attractive but also Learners might need to travel in the right-sized valued learning where and when it suited them. ship to reach the next stage of a quest, but if Short quizzes and key skills tasks were included their maths is wrong the quest can’t be within resources such as practice activities for completed. Staff will stop and teach the skills driving tests. they need. About 1,500 learners have now passed through the course and the success rate ‘A mobile phone is an increasingly popular bit is 94%, compared with a national benchmark of kit for those aged 16–24,’ she says. ‘It is also of just 22%. a personal device that people feel very attached to. It can be used individually, at times that suit Entry to Employment learners have also used the learner, but it can also be used for Neverwinter Nights as part of a 10-week collaborative activities.’ course. ‘These are highly disaffected learners, learning a variety of life skills, yet 25% gained m-learning trials have taken place across Europe, a level 1 qualification. The team are planning and a toolkit is now being developed so that a package targeted specifically at disaffected teachers can generate their own quizzes. learners. They are also developing activities for level 2 key skills to appease other students who’ve complained that level 1 learners are having all the fun.’ 41

They apply existing libraries of resources from Commercial digital games entertainment and computer games The major players in the commercial games development into their finished output. These industry are tentatively making moves into the games have a wide international reach as the interactive learning market, expanding their emphasis is on both learning and entertainment output to the needs of their ageing audiences. and are distributed, often for free after an initial commercial investment, via the internet. There are only a few commercial software developers who have dedicated Serious Games Serious Games products have been developed teams, although there is a growing interest by by computer games designers since the late first-party publishers in the Serious Games 1950s when the US Air Force developed the sphere. Those involved with the movement inventory management simulation title anticipate that this may inspire more companies Monopologs (Egenfeldt-Nielson, 2005). This to dedicate portions of their development stimulated a surge in similarly-designed teams to serious gaming applications. simulation titles across higher education environments, particularly in the business and Sega were the first of the recent generation military learning spaces. Since that time, of commercial game makers to apply explicit almost every business environment has been learning as entertainment with their tongue-in- simulated. Most have been specifically created cheek title Typing of the Dead (2000). The for that subject, commissioned by the business game, based loosely on one of its key or enterprise, with the aim of placing the franchises, challenged players to type sentences learner in a consequence-free exact simulation with a keyboard attached to a console before for low-cost training. zombies attacked. The aim was to teach typing skills in an entertainment context. According to Egenfeldt-Nielson (2005), explicitly educational computer games have More recent forays have been limited to the followed a similar trajectory as other forms of major publishers’ handheld consoles which media which have attempted forays into the allow for cognitive exercise on-the-go, learning sphere. He positions Serious Games as replacing non-digital forms of busywork like a modern equivalent to informational crossword and number puzzles. The best television and film, often beset with issues of received product is Nintendo’s Brain Training relevance and content. with Dr Kawashima, a title which puts players through the cognitive paces, marking their However, to counteract these criticisms, the progress over days and months. Serious Games phenomenon has tried to incorporate the interests of the spectrum of institutions interested in the potential for lifelong formal and informal learning – from higher education to health to government organisations. Most of these disciplines have maintained their interest in the simulation potential of computer game technologies for cost-effective training and learning environments.

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Serious about games

Ben Sawyer, co-director ‘More and more, if this space is going to Serious Games Initiative mature,’ he explains, ‘the key portion of the Audience: Lifelong learners talent will have to come from people who have a rigorous background in the commercial games ‘The number one thing the UK has going for it in industry. Without that sense of design or their the Serious Games sector besides the very active technical relationships, it will be harder for this Government funding of prototypes and projects,’ space to flourish.’ Serious Games Initiative’s Ben Sawyer explains, ‘is that it has a very robust commercial games ‘Lifelong learning is one of the major questions industry with lots of good programmers and lots which will emerge as the demographics get of good game design talent.’ greyer,’ he says. ‘Serious gaming is going to become an important force in the cognitive Sawyer, the co-director of the Serious Games activity of an increasingly older population.’ Initiative, argues that the workforce is the most important aspect of the Serious Games genre.

Inclusion for all

Dr Kawashima's Brain Training: a popular book written by Tohoku University’s How Old Is Your Brain? Professor Ryuta Kawashima called Train Your Publisher: Nintendo Brain: 60 Days to a Better Brain. Audience: All Professor Kawashima’s book proposed simple Released on the Nintendo DS handheld console cognitive activities which would ‘exercise’ the in Japan in May 2005 and in Europe in June brain. This made for an easy transfer to the 2006, Dr Kawashima’s Brain Training: How Old Is interactive realm. Brain Training challenges Your Brain has become a revolution in interactive players to spend 10 minutes per day performing entertainment consumption, spurring sequels, simple arithmetic, word memory and rip-offs and an enormous upsurge in the concentration tasks using the touch-screen input numbers of ‘grey’ gamers. In Japan, where the device to scribble, draw or select options. market has been the most bullish, the game has sold over 2.3 million copies. The exercises are wrapped up in a game-like package, providing self-directed challenge. The The title is marketed at adults as part of goal of the software is for the user to ‘reduce’ Nintendo’s casual gaming catalogue, based upon their ‘brain age’ to an ‘ideal age’ of 20. 43

The best received Serious Games application Summary on the Sony PSP is TalkMan, translation and pronunciation software. As with Nintendo’s In formal learning contexts, games are Brain Training product, the ‘serious’ element is tools to help overcome traditional buried within a gaming paradigm, so that the barriers to learning. This is a trend educational aspect is cloaked in fun. which has been replicated outside the classroom as well. A thriving Indeed, the commercial game publishers (Sony, Serious Games community has worked Nintendo and Microsoft) are adamant that to create titles which are relevant to they keep their entertainment libraries the lifelong learning context, and separate from education products to ensure some suggest that we will witness a that their brands do not lose their ‘fun’ generational shift, which will support emphasis. While they are keen to attract and the use of computer gaming in adult maintain a more varied consumer base than contexts in future. their traditional demographic by offering opportunities for serious and educational digital products to be represented on their platforms, they do not anticipate developing fully ‘serious’ game branches for their in-house development or publishing teams.

To compensate, there have been informal calls for the development of a corporation for public gaming in the US to ensure that there is a pool of money available to explore such issues (Rejeski, 2006), and the UK’s Office of Communications (Ofcom) Public Service Publisher proposal may take steps towards the realisation of this in the UK.

Access all areas

Talkman software for direct translation between any of Publisher: Sony the languages supported. Audience: All The software is ostensibly designed for travellers Talkman was created by Sony Computer needing translation software, although it does Entertainment for its PlayStation Portable (PSP) claim some entertainment elements including handheld console. It was released in Europe as mini-games which challenge the player to Talkman after the huge success of the Japanese replicate pronunciation accurately or to select the version of the software in March 2006. word that matches the foreign language definition. It includes slang and travel phrases. It is a voice-activated translation package which operates in a variety of languages including English, German, French, Spanish, Japanese or Traditional Chinese. Using the USB microphone included with the software, players can use the

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The future of learning

According to practitioners, educationalists and software developers, the future of interactive learning will be characterised by a greater movement online. Therefore encouraging the development of a personalised learning community network via ubiquitous computing devices.

This trend will be supported by new The commercial computer and video games digital gaming technologies which lead industry is currently experimenting with the way in developing innovative consumer downloadable content for its console electronic products. hardware, reserved on an external and accessed upon demand. The potential benefit Consistent with future visions of computer for education is that the content can be and video games, greater bandwidth will downloaded as the context and the learning translate into digital distribution of content situation deem it appropriate. It can then be and greater personalisation through user- stored on a local machine’s hard disk for later generated materials. This section will explore repeated use. these areas in the interactive learning market by looking at examples of existing and Espresso, an educational software publishing prototypical technologies which will help company, has been leading with this shape formal and informal learning in the distribution model in the educational sector. next 10 years. They host audiovisual content and interactive software via a subscription service for Primary. Digital distribution Their services are currently available to over Ubiquitous broadband has changed the 8,200 subscribing schools in England (which landscape for traditional publishers who in is approximately 45% of all primary schools), the past have produced hard copy versions offering a digital library of interactive of their content for consumers. Increasingly, learning resources. this process has moved online, with digital items delivered directly to the user. The BBC’s digital curriculum service BBC jam is also an example of digital distribution. The aim with this curriculum-oriented, internet-based resource is to open up learning beyond the school classroom. 45

Learner as tutor User generated content

Delivering the content to schools

Lewis Bronze, CEO, Espresso resources are gathered by the Espresso team, or Project: Espresso for primary from agreements with licensed sources like ITN Audience: Primary and The Times. The service has approximately 45,000 pages of content and 3.5K curriculum- The award-winning Espresso content service has focused videos. been operating for seven years, pioneering ‘rich- media’ curriculum services to primary schools. Using an innovative networked distribution model, Espresso delivers the content to schools Bronze suggests that the Espresso service is an who store it in a cache on-site, updating it original take on a traditional model. In the past, weekly. Students and teachers then access the he argues, teachers had a resource box filled content via PCs and, in some local authorities, via with clippings from newspapers and other items PDAs. Espresso has also offered a commercial of interest. Espresso has updated this idea with version of the service for home use. audiovisual and hyperlinked digital assets for the contemporary age. Video and interactive

User-generated content create their own gaming applications. Caspian User-generated content is a new direction in Learning, a software based e-learning the interactive learning space. Educational organisation has created QCreate software software developers are experimenting with and encourages educators to combine it with the tools which allow learners to apply their their Thinking Worlds prototype online world, knowledge and ideas in new forms, often for so users can generate games applications that the benefit of other students and teachers. challenge other users. This process benefits the creators who must balance learning principles Increasingly, both educational and commercial with game objectives, educational content providers are developing packages which and entertainment. provide the templates and assets for users to

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Thinking worlds which the project was a success was the Chris Harte, St Robert of Newminster preliminary theory work. Spending time with the Roman Catholic School and Sixth Form children looking at the different classifications College, Tyne & Wear Product: Caspian Learning's Thinking may have been a bit dry but, Harte admits, they Worlds and QCreate took it on board and realised the crucial Audience: Primary (Year 7) importance when they developed the higher- order tasks in their applications. Chris Harte used Caspian Learning’s tools in his ‘The pupils involved in the development of classroom to inspire his pupils to develop new the application have undergone the biggest thinking applications for other students. He shift in looking at the way they and others worked in partnership with Caspian Learning learn, as well as understanding the different and Andy Williams at the Sunderland CLC. levels of thinking,’ he says. But Harte is most pleased with the pride the children now have Harte argues that the software was easy to use in their work. for editing and creating, but that the basis upon

Personalisation in the classroom

Max Wainewright, 2Simple Their library of software includes a range of Products: 2Create simple tools-based systems that cover the ICT Audience: Key Stages 1 and 2 curriculum in Key Stages 1 and 2. With these applications, they aim to cross the gulf between A commercial game like EA’s The Movies reflects the entertainment-based appeal of home a mainstream application similar to the products console software and the drill-and-practice published by 2Simple Software, like their 2Create of some educational software. ‘It has to be series and their Toolkits which provide the more sophisticated than software which workspace to generate multimedia rewards correct answers on 40 questions presentations, animations, models, interactive with applause and a dancing clown,’ explains books, music and other creative output. Wainewright, ‘but it also has to track kids’ learning for teachers.’ ‘Our most widely-used product is a video tool for primary,’ Wainewright says. ‘It lets kids write They have kept very close to their users; their own stories and enhance them with Wainewright tests new applications with animation and sound.’ students in his classrooms and adapts them between lessons to enhance the balance between playability and learning objectives 47

Commercially, user-generated content is best- Summary represented in the online game and PC spheres, but new innovations in technology Game developers recognise their have expanded this market to the home important role as entertainers and consoles. For example, players can create and appear keen to work with trade assets for commercial games on educationalists in the development Microsoft’s Xbox Marketplace, the central of their products. New hardware online community accessed with the Xbox 360 ensures universal access to the internet games console. via a range of devices, expanding the reach of learning possibilities beyond A PC title like Activisions’ The Movies, which the PC. challenges users to develop, write, animate, voice and publish films using the interface provided with the software, and the online distribution channels associated with the game publisher, have stimulated some exciting output. Political commentary and social documentaries are shining examples but the process of creating a finished product offers skills to users of all abilities.

Video cameras adapted for primary school

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Conclusion

The relationship between interactive computer Similarly, the mainstream entertainment games software and learning has been industry appears reserved at present to evidenced in both academic research and commit to the development of educational applied results. They encourage debate, products for fear that such an approach may analysis, lateral thinking and cultural subvert their reputations or could undermine celebration and have become a part of the their commercial interests. UK’s cultural identity. Yet, the games industry recognises the need to Increasingly games are being adapted for engage with today’s educational and cultural learning settings. Practitioners and learners settings. New products that entertain and alike recognise the benefits of using interactive educate are opening the doors to new entertainment technologies, for both classroom audiences. Best sellers in the commercial sphere objectives and life skills. Collaboration, have inspired a burgeoning development communication, teamwork, lateral thinking and culture which aims to meet the needs of problem-solving are part of both the learning lifelong and school-aged learners. Success and the playing experience. stories like Nintendo’s Brain Training have added new destinations to the entertainment However, as this document has demonstrated, map for both consumers and creators. there is still a disconnect between the commercial games industry and the classroom. The Serious Games development community continues to be supported by major The demands of bringing COTS into government, military and private institutions. educational settings have proven the primary Their presence at the annual entertainment challenge, particularly in the time it takes for games industry conventions and festivals teachers to adapt the software to suit the indicates that they have managed to overcome context. It has been proposed that by making the early reticence towards educational the design of such products more transparent, software and are perceived as contributing and providing guidance materials for teachers, important new models to the commercial COTS games may find a new channel for sphere. Entertainment developers are ready adoption into mainstream education. increasingly keen to learn from educators, in order to apply important pedagogical techniques to the next generation of interactive software. 49

Networked communication and distributed collaboration

Interactive games designers continue to generate products which have real relevance to the curriculum. The emphasis upon ubiquitous computing and communication is pushing a paradigmatic shift in the way knowledge is constructed by learners, and the means through which it becomes relevant and personalised.

The solution at this point is to open a dialogue between the traditional entertainment games developers and those in the educational sector in order that knowledge gaps in design, structure and content may be reconciled. Further, independent Serious Games and interactive learning games developers may benefit from the next generation technologies as the potential for networking capabilities opens up opportunities for these populations for new markets.

There is no question that computer games are important to the education and development of the next generation of digital citizens. As they grow, their cultural contributions will be inherently linked with their interactive pasts, and their work practices will be geared towards networked communication and distributed collaboration. The participatory involvement that they experienced during their formative years will create an engaged, knowledgeable, critical and enthusiastic citizenry prepared to continue the UK’s long tradition of innovation through technology in the 21st century.

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Appendix A: Definitions of genres

Action and Adventure: typified by exploration, puzzle-solving and interaction with computer- controlled agents with a focus on narrative rather than reflex. This focus allows the genre to draw from other narrative artforms, adapting elements from, for example, literature and film. Their settings can range across most literary genres.

Casual: a term used to describe any game targeted at a mass audience. Casual games are usually quick-fire, engaging activities with few rules requiring no special skills, making them very easy to pick up and to put down. They require no long-term commitment.

Children: any genre of game aimed at this demographic.

Massively multi-player large-scale, internet-based computer games which support hundreds of online game: thousands of players simultaneously. They are set in persistent virtual worlds. (MMOG)

Puzzle: any game which emphasises puzzle-solving, including strategy, logic, pattern-recognition, word completion or sequence solving.

Role playing game: a genre in which players adopt a character and collaborate with computer- (RPG) controlled characters to create a story. Player choices shape the direction and outcome of the experience. For example, there are many options which a player can choose from when developing an RPG character which helps to personalise and direct the course of game play.

Simulation: games which simulate a particular aspect of reality, from airplane flight to city management. The play includes a mixture of skill, tactics, chance and strategy.

Social: a genre which encompasses any virtual environment in which the intention is to socialise. Such titles often have no overarching goals, but may include game-like elements in the design.

Sports: a game which seeks to replicate, either realistically or not, a sporting activity.

Strategy: while most games have an element of strategy. This genre is typified by the decisions which players make to achieve an outcome. There are variations on the strategy theme – real-time strategy, turn-based strategy, God games – but in each, the emphasis is on the decision-making skills of the user. 51

Appendix B: Top 10 software Compiled by Chart-Track, copyright ELSPA

Top 10 Games 2005 (Chart-Track) Top 10 Games 1995 (CD) 1 FIFA 06 1 Fifa Soccer '96 (Electronic Arts) (Sports Simulation) (Electronic Arts) (Sports Simulation) 2 ProEvolution Soccer 5 2 Destruction Derby (Konami) (Sports Simulation) (Sony) () 3 Need for Speed: Most Wanted 3 Command & Conquer (Electronic Arts) (Racing Simulation) (Virgin) (Strategy Game) 4 Gran Tourismo 4 Discworld (Sony) (Racing Simulation) (Psygnosis) (Adventure Game) 5 Star Wars Episode III: Revenge of the Sith 5 Star Trek: The Next Generation (LucasArts) (Action Adventure) – A Final Unity 6 FIFA Street (Microprose) (Adventure Game) (Electronic Arts) (Sports Simulation) 6 Dark Forces 7 Star Wars: Battlefront II (LucasArts) (Adventure Game) (LucasArts) (Shooter Game) 7 Wipe Out 8 Grand Theft Auto: San Andreas (Sony) (Racing Game) (Take2) (Action Game) 8 Tekken 9 King Kong: Official Game of the Movie (Sony) (Action Game) (Ubisoft) (Action Adventure) 9 Rebel Assault 10 Sims 2 (US Gold) (Action Game) (Electronic Arts) (Simulation) 10 Theme Park (Bullfrog) (Simulation) Top 10 Games 2000 1 Who Wants To Be A Millionaire Top 10 Games 1995 (Cartridge) (Eidos Interactive) (Puzzle Game) 1 Fifa Soccer '96 2 Pokemon Yellow (Electronic Arts) (Sports Simulation) (Nintendo) (RPG) 2 Fifa Soccer '95 3 2 (Electronic Arts) (Sports Simulation) (Sony) (Racing Simulation) 3 The Lion King 4 WWF Smackdown 2 (Virgin) (Adventure Game) (THQ) (Action Game) 4 Theme Park 5 Pokemon Red (Bullfrog) (Simulation) (Nintendo) (RPG) 5 Mortal Kombat 3 6 Pokemon Blue (Acclaim) (Action Game) (Nintendo) (RPG) 6 Killer Instinct 7 WWF Smackdown (Nintendo) (Action Game) (THQ) (Action Game) 7 Mickey Mania 8 Fifa 2001 (THQ) (Children's Game) (EA Sports) (Sports Simulation) 8 Brian Lara Cricket 9 Toy Story 2 (Codemasters) (Sports Simulation) (Disney Interactive) (Adventure Game) 9 Micro Machines '96 10 The Sims (Codemasters) (Racing Game) (Maxis) (Simulation) 10 Premier Manager (Sega) (Sports Simulation)

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Appendix C: Technological specifications for current and next generation hardware

Nintendo Wii™ (2006) Nintendo’s forthcoming console emphasises accessibility with its unique controller, which resembles a TV remote control and has motion sensing capabilities. Wii is Wi-Fi compatible and has 2 USB ports. It has 512MB internal memory which can be expanded using an SD memory card.

GameCube (2001) Nintendo’s uniquely designed and compact home console uses 3 inch proprietary Nintendo GameCube Discs. It has a port for a broadband and modem adaptor and can be connected to the Game Boy Advance.

DS Lite (2006) Nintendo’s dual-screen handheld console features touch-screen and microphone controls. The DS can connect to Nintendo’s wireless gaming network, the Nintendo Wi-Fi Connection, and allows wireless internet access through the Nintendo DS Browser. Game Boy Advance games can be played on it.

Microsoft Xbox 360 (2005) Microsoft’s next generation console features a powerful central processing unit (CPU), 20GB of removable storage, Wi-Fi capability, and the ability to stream audio, music and other media from a PC. It has a DVD player and supports High Definition formats. The Xbox 360 is backwards compatible with most popular Xbox titles.

Xbox (2001) Microsoft’s last-generation console features a 733 MHz CPU, plus a 64MB internal hard drive. It supports DVDs and CDs and is broadband enabled.

Sony PlayStation 3 (2006) Sony’s next generation machine supports CD, DVD and BD (Blu-ray Disk). Built around the Cell processor – dubbed a super computer for the living room, it is internet-ready, with Ethernet, and wireless Bluetooth connectivity. The PS3 is backwards compatible with previous PlayStation and PlayStation 2 products, comes with a built-in hard drive disk as standard, and will be the only home computer system to offer true High Definition at optimum 1080p output.

PlayStation 2 (2000) Sony’s current generation machine has a 128 MHz CPU and 32MB of memory. It supports DVDs and CDs, and was the first games system to offer full backwards compatibility with the full range of games for its predecessor’s (PlayStation) games.

PSP (2005) Sony’s handheld machine features a large screen with a high-resolution display. It is wireless and can be used for browsing the internet. It reads software from proprietary Memory stick(r) and Universal Media Discs (UMDs). It can be used to listen to audio (ATRAC, MP3), watch video (MPEG 4 movies, ‘location free TV), and photo images (JPEG). In future it can be used as a device for wirelessly downloading compatible content stored on PS3. 53

Appendix D: 36 learning principles essential in good gameplay Gee’s (2003)

1. Active, critical learning principle 8. Identity principle All aspects of the learning environment Learning involves taking on and playing with (including the ways in which the semiotic identities in such a way that the learner has domain is designed and presented) are set real choices (in developing the virtual up to encourage active and critical, not identity) and ample opportunity to mediate passive, learning. on the relationship between new identities and old ones. There is a tripartite play of 2. Design principle identities as learners relate, and reflect on, Learning about and coming to appreciate their multiple real-world identities, a virtual design and design principles is core to the identity, and a projective identity. learning experience. 9. Self-knowledge principle 3. Semiotic principle The virtual world is constructed in such Learning about and coming to appreciate a way that learners learn not only about the inter-relations within and across multiple domain but about themselves and sign systems (images, words, actions, their current and potential capacities. symbols, artifacts, etc) as a complex system is core to the learning experience. 10. Amplification of input principle For a little input, learners get a lot of output. 4. Semiotic Domains principle Learning involves mastering, at some level, 11. Achievement principle semiotic domains, and being able to For learners of all levels of skill there participate, at some level, in the affinity are intrinsic rewards from the beginning, group or groups connected to them. customized to each learner’s level, effort, and growing mastery and signalling the 5. Metalevel thinking about semiotic learner's ongoing achievements. domains principle Learning involves active and critical thinking 12. Practice principle about the relationships of the semiotic Learners get lots and lots of practice in domain being learned to other semiotic a context where the practice is not boring domains. (ie this is a direct quotation, which must remain in the text in a virtual world that is 6. ‘Psychosocial Moratorium’ principle compelling to learners on their own terms Learners can take risks in a space where and where the learners experience ongoing real-world consequences are lowered. success). They spend lots of time on task. 7. Committed learning principle 13. Ongoing learning principle Learners participate in extended The distinction between learner and master engagement (lots of effort and practice) as is vague, since learners, thanks to the extensions of their real-world identities in operation of the ‘regime of competence’ relation to a virtual identity to which they principle listed next must, at higher and feel some commitment and a virtual world higher levels, undo their routinized mastery that they find compelling. to adapt to new or unchanged conditions. There are cycles of new learning, automatization, undoing automatizations, and new reorganized automatization.

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14. ‘Regime of Competence’ principle 19. Intertextual principle The learner gets ample opportunity to The learner understands texts as a family operate within, but at the outer edge of, (‘genre’) of related texts and understand his or her resources, so that at those any one such text in relation to others in points things are felt as challenging but the family, but only after having achieved not ‘undoable’. embodied understanding of some texts. Understanding a group of texts as a family 15. Probing principle (genre) of texts is a large part of what helps Learning is a cycle of probing the world the learner make sense of such texts. (doing something); reflecting in and on this action and, on this basis, forming 20. Multimodal principle a hypothesis; reprobing the world to test Meaning and knowledge are built up this hypothesis; and then accepting or through various modalities (images, texts, rethinking the hypothesis. symbols, interactions, abstract design, sound, etc), not just words. 16. Multiple Routes principle There are multiple ways to make progress 21. 'Material Intelligence' principle or move ahead. This allows learners to Thinking, problem-solving, and knowledge make choices, rely on their own strengths are ‘stored’ in material objects and and styles of learning and problem-solving, environment. This frees learners to engage while also exploring alternative styles. their minds with other things while combining the results of their own thinking 17. Situated meaning principle with the knowledge stored in material The meanings of sighs (words, actions, objects and the environment to achieve yet objects, artifacts, symbols, texts, etc) are more powerful effects. situated in embodied experience. Meanings are not general or decontextualized. 22. Intuitive knowledge principle Whatever generality meanings come to Intuitive or tacit knowledge built up in have is discovered bottom up via embodied repeated practice and experience, often in experiences. association with an affinity group, counts a great deal and is honored. Not just verbal 18. Text principle and conscious knowledge is rewarded. Texts are not understood purely verbally (ie only in terms of the definitions of the words 23. Subset principle in the text and their text-internal Learning, even at its start, takes place in relationships to each other) but are a (simplified) subset of the real domain. understood in terms of embodied 24. Incremental principle experiences. Learners move back and forth Learning situations are ordered in the early between texts and embodied experiences. stages so that earlier cases lead to More purely verbal understanding (reading generalizations that are fruitful for later texts apart from embodied action) comes cases. When learners face more complex only when learners have had enough cases later, the learning space (the number embodied experience in the domain and and type of guesses the learner can make) ample experiences with similar texts. is constrained by the sorts of fruitful patterns or generalizations the learner has found earlier. 55

25. Concentrated sample principle 31. Cultural models about learning principle The learner sees, especially early on, many Learning is set up in such a way that more instances of fundamental signs and learners come to think consciously and actions than would be the case in a less reflectively about their cultural models of controlled sample. Fundamental signs and learning and themselves as learners, without actions are concentrated in the early stages denigration of their identities, abilities, or so that learners get to practice them often social affiliations, and juxtapose them to and learn them well. new models of learning and themselves as learners. 26. Bottom-up basic skills principle Basic skills are not learned in isolation or out 32. Cultural models about semiotic of context; rather, what counts as a basic domains principle skills is discovered bottom up by engaging Learning is set up in such a way that in more and more of the game/domain or learners come to think consciously and game/domains like it. Basic skills are genre reflectively about their cultural models elements of a given type of game/domain. about a particular semiotic domain they are learning, without denigration of their 27. Explicit information on-demand and identities, abilities, or social affiliations, Just-in-time principle and juxtapose them to new models about The learner is given explicit information both this domain. on-demand and just-in-time when the learner needs it or just at the point where 33. Distributed principle the information can best be understood and Meaning/knowledge is distributed across used in practice. the learner, objects, tools, symbols, technologies and the environment. 28. Discovery principle Overt telling is kept to a well-thought- 34. Dispersed principle out minimum, allowing ample opportunity Meaning/knowledge is dispersed in the for the learner to experiment and sense that the learner shares it with make discoveries. others outside the domain/game, some of whom the learner may rarely or never 29. Transfer principle see face-to-face. Learners are given ample opportunity to practice, and support for, transferring what 35. Affinity group principle they have learned earlier to later problems, Learners constitute an ‘affinity group’ that including problems that require adapting is, a group that is bonded primarily though and transforming that earlier learning. shared endeavors, goals, and practices and not shared race, gender, nation, ethnicity, 30. Cultural models about the world principle or culture. Learning is set up in such a way that the learners come to think consciously and 36. Insider principle reflectively about some of their cultural The learner is an ‘insider’, ‘teacher’, and models regarding the world, without 'producer' (not just a 'consumer') able denigration of their identities, abilities or to customize the learning experience and social affiliations, and juxtapose them to new domain/game from the beginning and models that may conflict with or otherwise throughout the experience. relate to them in various ways.

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Appendix E: Key Stages 1–4 skills developed through gameplay McFarlane et al (2002) (pp13–15)

Key Stage 1 (ages 5–7) Personal and social development I. Provide interest and motivation to learn II. Maintain attention and concentration levels III. Can work as part of a group and can learn to share resources Language and literacy I. Encourage children to explain what is happening II. Sustain attentive listening, responding to what they have heard by relevant comments, questions or actions III. Use talk to organise, sequence and clarify thinking, ideas, feelings and events Mathematical development I. Use everyday words to describe position Creative development I. Recognise and explore how sounds can be changed, sing simple songs from memory, recognise repeated sounds and sound patterns and match movements to music II. Respond in a variety of ways to what they see, hear, smell, touch and feel III. Use their imagination in art and design, music, dance, imaginative role play and stories Knowledge and understanding of the world I. Use early control software to investigate direction and control Physical development I. Fine motor control can be developed with the increased refinement in using a mouse for navigation and selecting objects

Key Stage 2 (ages 7–11) ‘At Key Stage 2 teachers specifically focused on communication skills and on the skills of planning and strategy as well as some value in estimating and budgeting. In the games evaluated at this key stage it was difficult to identify specific targets within the curriculum that the games directly served. However there was evidence from a number of evaluators that the games were seen as a valuable tool for skills development and collaborative working.’ (p14)

Key Stages 3 and 4 (ages 11–14 and 14–16) Communication: communication with the game is important and the setting up of scenarios/the hiring and firing of staff/playing the markets – all generate discussion and debate among pupils. Application of number: budgeting is a critical part of the game; quite clearly it lends itself to the delivery of application of number. Working with others: as for communication. Problem-solving: this lies at the heart of the game as pupils make the appropriate decisions that will keep them in the game. Financial capability: as with application of number a sound understanding of numeracy is critical to success in the game. 57

Appendix F: ‘Other considerations associated with using games in schools’ Sanford and Williamson, 2005

Age appropriateness Games are now categorised and sold according to age ratings defined by the Pan-European Game Information (PEGI) group in Europe or by the Entertainment Software Rating Board (ESRB) in the US. These ratings also include a description of the content, and may help to illustrate the appropriateness of a title being considered for use in school. Accessibility Few games are designed for people with any sort of motor, visual, auditory or cognitive impairment, and specific titles or aids from specialist developers may need to be sought. Equality of access Inequality of access to computer games at home may negatively affect how easily or comfortably some young people adapt to the use of games in schools – as true of gifted and talented students who choose not or are forbidden to play games at home as of students from economically deprived households who cannot afford them. Save and exit points Many games require a large investment of time from players to pay rewards, and must provide appropriate, regular points for players to save their progress and exit the game if being used in short lesson-based blocks. Teacher expertise Some teachers report being wary of using computers generally in schools due to some students' superior expertise and teachers' perceived 'loss of authority' if unfamiliar with a program being used; teaching with games may require teachers to become very familiar with the titles intended for use in their classrooms. Formative assessment There are as yet no hard and fast rules for assessing what or how young people are learning from games, particularly for identifying progress and for setting further goals; this is an area for essential future investigation. Technical infrastructure There are many areas in which the technical demands of a game will limit its appropriateness for classroom use. For example, many schools don't have CD-Rom or DVD drives on individual machines, preferring to distribute software from a central server. Students are unlikely to have administrative rights on computers. Additionally, standard on-board graphics cards might be insufficiently powerful for recent games and students might not be able to use the same machine every time they play a particular title, meaning their saved games might be inaccessible. Heath and Safety Obesity, repetitive strain injury and aggressive behaviour have all been attributed to playing games. Games alone are unlikely to cause any of these, but care must be taken to ensure young people do not spend all of their time sedentarily performing repetitive tasks on a joypad, and to ensure that they do not associate aggressive behaviour in a game unproblematically (this is quoted directly from a published paper) with approval for behaving similarly in their real lives. Cultural representation Gender, nationality and racial difference are often misrepresented in games, where, for example, often females are 'sexy', often heroes are white, male and Western, and other racial groups represented by negative stereotypes.

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Author biographies

Hilary Ellis worldwide. Stephen chairs or sits on a number Hilary Ellis is a freelance journalist whose of boards and committees, including articles about ICT in education have featured Notschool.net, Teachers’ TV; the Government’s in a number of publications including the Building Schools for the Future working group Times Educational Supplement and The and has a guiding role in the BBC’s Digital Guardian. Hilary currently works as an Curriculum project, and UNESCO groups in Executive Producer at Illumina Digital, an Europe and SE Asia. integrated new media company, who produce accessible and media-rich educational and He is working on a variety of current major cultural projects for a wide range of clients projects including building a Learning Metric including the BBC. Prior to joining Illumina to help governments measure what improves Digital she worked for over 10 years in when they innovate in education, hosting the educational publishing and consulting. This annual ‘Be Very Afraid’ DfES/BAFTA event included time at learn.co.uk, The Guardian’s showcasing children’s digital ingenuity, and education resources arm, where she wrote, much more besides, across diverse sectors commissioned and project managed content including health, cinema, sport, architecture, across a range of media for both learners and policy, finance and of course education. practitioners. She also developed CD-Rom games for Dorling Kindersley Interactive John Kirriemuir Learning and children’s books and software for John Kirriemuir’s research career began with Usborne Publishing. nine years research for various digital library services and initiatives within UK academia. Her background is in psychology and she holds Following this, he became an independent a degree from University College London. In researcher and consultant in the use of her spare time Hilary is interested in the history computer and video games in learning and of North Wales and has written two books: teaching. In this role, he conducted analysis and North Wales Landscapes and Times Past North consultancy work for education and ICT bodies Wales. She is also a fan of travelling and in the UK and Europe, and was an invited playing Guitar Hero and Katamari Damacy on speaker and presenter at many national and the PlayStation. international conferences. He has advised education/IT bodies such as the JISC (www.jisc. Professor Stephen Heppell ac.uk) and Becta (www.becta.org.uk) on the Stephen, Founder of Ultralab, CEO of Heppell. relevance of contemporary digital games to net, spent around a quarter of a century education, teaching and learning, and has building Ultralab which established an advised a number of digital library organisations exceptional, unique, reputation as a world- on the relevance of gaming technologies to leading learning technology research centre. their work. He has been a professor for 18 years, including nowadays a number of visiting chairs too, but John’s core interest is the use of internet-based he now heads his own policy, research and technologies to ultimately provide access to all practice consultancy Heppell.net, at the heart information, for anyone, from any location. He of a network of innovative collaborators lives on the island of Berneray (population

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Title

130) in the Outer Hebrides, off the west coast Professor Angela McFarlane BSc PhD PGCE of Scotland. He spends much of his time Angela holds a chair in education in the teleworking, and experimenting with new Graduate School of Education at the University information technologies, from some of of Bristol where she is currently Head of Europe’s remotest beaches (silversprite. Department, and she is a visiting Professor at wordpress.com). the University of Oslo. She was a founder of the TEEM project on evaluation of digital Aleks Krotoski content in the classroom, ran a software Aleks Krotoski is a columnist for The Guardian’s Research & Development unit at Homerton Technology section and for Guardian Unlimited, College, Cambridge and has experience of where she writes about the social dimensions educational software development from of computer game entertainment, emerging concept to market. Angela has designed and community experiences in virtual worlds and directed national UK research and evaluation other aspects of social software. She writes projects on ICT and Learning, and was part of about broader dimensions of social computing the team that designed the longitudinal study for MIT Technology Review and the BBC. of the impact of networked technologies on home and school learning – Impact2. She has She is currently working towards a PhD in social also evaluated the £350 million Curriculum psychology at the University of Surrey, Online investment, and is currently working examining the social networks of cyberspace. with Learning2Go, Europe’s largest handheld In particular, she is interested in understanding learning project in Wolverhampton. online social influence. Angela was a member of the OECD expert As a digital strategy consultant, Aleks has group on quality in educational software and written industry reports covering demographics, the first Evidence and Practice Director at age ratings and regulation; she’s worked with Becta, the UK government agency for ICT. broadcasting regulators on strategies for future Angela, a widely published author and communication protocols; she also regularly speaker, is a member of the boards of the speaks about interpersonal processes in online government-funded Teachers’ TV and the communities with financial, telecommunications blue-sky Futurelab project as well as the Becta and governmental organisations. Board Education Committee. She has made keynote presentations at a range of international conferences including the UK, US, Chile and Norway. 63

Credits

Department for Education and Skills (DfES) Legal Disclaimers The use of video games beyond merely entertainment Microsoft is attracting increasing attention globally. Microsoft, Xbox, Xbox Live, the Live Logo, and the So-called ‘Serious Games’ are predicted by many to Xbox logos are registered trademarks or trademarks tackle some of the learning obstacles for citizens of Microsoft Corp. yet to achieve competency in, for instance, literacy, numeracy and problem-solving. Nintendo Nintendo, Nintendo DS, Wii and the Wii logo are In so doing Serious Games may offer a unique trademarks of Nintendo. technology-based route for some learners. In 2005 the DfES commissioned a meta review of existing Nintendo GameCube and the Nintendo GameCube research (Kirriemuir 2005, 2005b) on the role of logo are trademarks of Nintendo. games in learning which confirmed that: Sony Computer Entertainment ■ games offer a context and a catalyst for ‘PlayStation’ and the PlayStation logo, PSone, PS2 improved communication and collaboration and PS3 are registered trademarks of Sony between learners and tutors Computer Entertainment Inc. PSP and ‘UMD’ are ■ games can extend existing learning trademarks of Sony Computer Entertainment Inc. opportunities as young people, in particular, All product titles, publisher names, trademarks, enjoy learning more when they have a sense of artwork and associated imagery are trademarks, their own progression registered trademarks and/or copyright material of ■ games have a specific role in motivating the respective owners. All rights reserved. disaffected, hard to reach or previously excluded learners. While every effort has been made to ensure the This report from ELSPA offers a snapshot of what is accuracy of the information contained in this already happening in the context of games in publication, responsibility cannot be accepted for education and, importantly, offers an evidence base any omissions, errors or changes that may occur. from which informed decisions can be made by practioners, policy makers, the games and education industries. © 2006 ELSPA (Entertainment and Leisure Software Publishers Association). All rights reserved. Entertainment and Leisure Software Publishers Association (ELSPA) Produced by Barrington Harvey ELSPA is the collective identity of the UK interactive entertainment industry, protecting, promoting and providing both for its members and for the industry as a whole. Its activities include industry reports and research; official games charts and analysis; Volume Sales Awards; management and funding of the Anti-Piracy Unit; industry and media communications and government lobbying.

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ELSPA (Entertainment and Leisure Software Publishers Association) 167 Wardour Street London W1F SWL t: +44 (0)20 7534 0580 www.elspa.com Michael Rawlinson, Managing Director e: [email protected] Press enquiries Barrington Harvey Troopers Yard Bancroft Hitchin Hertfordshire SG5 1JW t: +44 (0)1462 456780 www.barringtonharvey.co.uk Simon Harvey, Director e: [email protected]