Posts tagged ‘Research’
I have not been posting on G&L for some time now and this is because I have been working on a research and development project. OceanQuest is a mini piece of game-based learning focused on creating engaging learning from relatively dry learning content. OceanQuest targets bearings in Key Stage 3 Mathematics, Ma3 (shape, space and measures). The game includes three different missions with varied tasks involving target practice, navigating between objects, giving bearings of objects, clearing sea mines and delivering supplies to islands. Below are screenshots of the missions:
I have compiled a 2 page teachers’ information pdf which contains more detail on learning objectives and the game itself. If you would like a copy please contact me. The game is password protected so please email me or comment on this post if you would like to play the game. The only requirement for the game is Flash Player 9. I have finished the first stage of development and am looking for constructive feedback or evaluations from people who work in related industries. If you are a teacher/other educator/developer or have experience with elearning and game-based learning, any feedback on the game will be very much appreciated. Educators, feel free to have students (KS3) play the game as feedback from the target audience will be extremely beneficial to the project.
I have had only positive feedback so far with people commenting on how fun and engaging it is and also on the potential they see in using the game with their students.
My email address: email@example.com
Dave Nagel on Project Tomorrow Speak Up survey findings:
“Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they’d like to learn more about educational gaming, and some 46 percent said they would “like to receive specific professional development on how to effectively integrate gaming technologies into curriculum,” according to the survey.”
Author: Dave Nagel, T.H.E. Journal, 19th April 2008
Full article available here.
See also Project Tomorrow website.
Daniel Livingstone discusses Prensky’s Digital Natives and refers to recent figures of game playing. He also refers to an eSchool News article on Project Tomorrow’s Speak Up Survey, which is ‘the largest annual survey addressing the attitudes and opinions of K-12 students, teachers, parents, and school administrators toward the use of technology in education’. Worth a look.
“I’m starting to think that more of Prensky’s ideas about digital natives are becoming reality, albeit not for the generation he originally identified. While often technologically naive, game playing (and social virtual worlds) are perhaps now so commonplace amongst younger age groups (say six to 16) in the UK that the term ‘gamer’ is likely to become somewhat obsolete – or restricted to those who play the ‘hardcore’ games while other induldge in more casual gameplay.”
Author: Daniel Livingstone, Learning Games Blog, 14th April 2008
See full article here.
18-20 June 2008
Museum of Science & Industry, Manchester
“b.TWEEN08 features a huge host of industry experts from advertising, creative technology, film, games, mobile, TV and web. Nowhere else will you find such a diverse mix of ideas-rich indies and ideas-hungry big industry players meeting on a level playing field to explore and exploit the creative and commercial potential of digital technologies.”
See post here.
7-10 October 2008
“mLearn was the first conference on mobile learning and is widely recognised as one of the most prestigious international conferences in the field. The aims of the conference are to bring together the world’s leading mobile learning researchers, developers and activists in an environment that will stimulate dramatically increased deployment of mobile learning and catalyse dramatically enhanced innovation.”
See post here.
The ‘Emerging technologies for learning’ series aims to help readers consider how emerging technologies may impact on education and learners in the medium term. The publications are not intended to be a comprehensive review of educational technologies, but offer some highlights across the broad spectrum of developments and trends. It should open readers up to some of the possibilities that are developing and the potential for technology to transform our ways of working, learning and interacting over the next three to five years. This is available on the web.
Copies can be downloaded from
Author: Andy Black, Flux Blog, 3rd April 2008
Full article available here.