Learning and games Flashcards

1
Q

What are the different kinds of knowledge?

A
  • Declarative this is the kind that’s made up of facts or information “know-that”
  • Procedural knowledge of handy skills, and other (cognitive) skills “know-how”
  • Strategic more generic knowledge
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2
Q

What are the different types of learning styles?

A
  • Wholists prefer to see the “big picture”, and not get lost in details;
  • Analysts are more comfortable in taking concepts apart to see how they fit together;
  • Imagers see their information visually, so they like pictures and diagrams rather than lots of text;
  • Verbalists prefer to get their information in verbal form (can also be seen as a logical form).
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3
Q

What are Piaget’s stages of development?

A
  1. sensorimotor (to 2yrs; hand-eye coordination, body learning).
  2. pre-operational (to 7yrs; primitive reasoning about objects).
  3. concrete operational (to 11yrs; hands-on reasoning; causality).
  4. formal operational (to adult; problem-solving, symbolic, abstract).
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4
Q

According to Piaget what are the two ways in which we learn new information?

A
  • Assimilation taking in new information, and fitting it into existing knowledge schemas
  • Accommodation making space for new contradictory information so it can be fitted in (unlearning something else). This is obviously harder to do (cognitively and emotionally!)
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5
Q

What is Vgotskys zone of proximal development?

A

ZPD The zone of proximal development includes those tasks a child can perform without help from adults; up to those which can be done with help.

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13
Q

what is the learning cycle Gee proposes?

A
  1. probe look around, click on something, interact etc. . .
  2. hypothesise reflect about what some object means
  3. rebrobe test the hypothesis by interacting with the object
  4. rethink either confirm or deny it, and think again.
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17
Q

What are the five learning principles you should constantly ask yourself to develop effective game based learning defined by Prensky (2001)

A
  • Is the game fun enough?
  • Do its users think of themselves as “players” or “students”?
  • Is the game addictive?
  • Do players’ skills keep improving with more play?
  • Does the game encourage reflection on learning?
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18
Q

According to Prensky (2001) what are the types of learning that GBL supports

A
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19
Q

What are the first five learning principles good games incorporate according to (Gee, 2005)

A
  1. Identity
  2. Interaction
  3. Production
  4. Risk Taking
  5. Customization
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20
Q

What are the second five learning principles proposed by Gee (2005)

A
  1. Agency
  2. Well- Order Problems
  3. Challenege and Consolidation
  4. “Just in Time” and “On Demand”
  5. Situated Meanings
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21
Q

What are the final 6 learning principles proposed by Gee (2005)?

A
  1. Pleasantly frustrating
  2. System thinking
  3. Explore, Think Laterally, Rethink Goals
  4. Smart Tools and Distributed Knowledge
  5. Cross- Functional Teams
  6. Performance Before Competence
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23
Q

How have skill and drill games been shown to improve learning?

A

Lee et al (2005)

Found that maths facts games deployed on handheld computers encouraged learnings to complete nearly 3 times the maths problems in 19 days compared to paper worksheets.

Learners also voluntarily increased the level of difficulty

(Note: Ties in with digital native idea?)

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24
Q

What do El-Nasr and Smith (2006) define as the constructivist approach to learning?

A

Approach involves two activities

  1. Construction of knowledge theough experience
  2. Creation of personally relvant products
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25
Q

What does Gee (2013) suggest humans learn

A

The human mind learns through well-designed experiences.

We humans are powerful pattern recognizers

A formula or word has meaning at two levels: in terms of different specific meanings in different contexts and a more general sort of meaning in terms of larger patterns.

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26
Q

What constitutes a well designed experience for new-comers according to Gee (2013)?

A
  1. Experience is designed, mentored, and monitored by a “teacher” who ensure the newcomer is safe and can risk failure in the experience without too great a cost.
  2. The newcomer has an action to take in the experience, has clear goals
  3. The newcomer cares emotionally about the outcome
  4. The newcomer is helped to know what to pay attention to and what to ignore
  5. The newcomer is given on-going feedback.
  6. After acting for a while, the newcomer gets to discuss his or her plans, strategies, and actions with others.
  7. The newcomer is offered different models of what counts as a good performance and, perhaps, what counts as a bad one.
  8. The newcomer is helped to succeed beyond his or capacity.
  9. The newcomer is given whatever good tools are available.
  10. The newcomer is given language (oral or written) to help, but is given this language “just in time”
  11. The newcomer is actively helped to learn a social language that represents and regiments the experiences he or she is having
  12. The newcomer is assessed on multiple variables sensitive to different sorts of growth across time
  13. As newcomers advance, they are encouraged to learn to rethink goals, question things, innovate and not just imitate, and to take active control of their own learning.
  14. As newcomers advance, they are encouraged to contribute back to the group
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27
Q

What is blooms taxonomy of learning?

A
  • Knowledge (memory, facts, concepts / methods / generalisations)
  • Comprehension (compare, interpret, organise, extrapolate)
  • Application (new situations – shows generalisation in action)
  • Analysis (find key structure of situations; support new generalisation)
  • Synthesis (compose new solutions, communications or plans)
  • Evaluation (judge worth – internal consistency / external validity)
28
Q

According to Michael and Chen (2006) similar to play?

A
  • Pretend - schools present the universe in small pieces
  • Immersive - Schools sucess in teaching requires the attention of the pupils
  • Schools happen at a definite time and space
  • School is based on rules
  • School is social - grouping students by age and learning ability.
29
Q

What model is proposed by Finneran and Zhang (2003)?

A

The PAT model

Stands for Person, Artifact , Task

Theorised that likelihood of flow is
dependent on the interplay between the person, the task and the artifact

30
Q

What is the experiential gaming model?

A

Kiili (2005)

31
Q

What critiques are made by Wu (2012)?

A
  • Argues that learning theories for GBL focus on constructivism and humanism
  • Suggests a need for theories to incorporate behaviourism and cognitivism into their theories.
  • Suggests future theories should combine (education, psychology, computer science and engineering)
32
Q

Approach involves two activities

  1. Construction of knowledge theough experience
  2. Creation of personally relvant products
A

El-Nasr and Smith (2006) define as the constructivist approach to learning

33
Q

The PAT model

Stands for Person, Artifact , Task

Theorised that likelihood of flow is
dependent on the interplay between the person, the task and the artifact

A

model is proposed by Finneran and Zhang (2003)

34
Q
  • Argues that learning theories for GBL focus on constructivism and humanism
  • Suggests a need for theories to incorporate behaviourism and cognitivism into their theories.
  • Suggests future theories should combine (education, psychology, computer science and engineering)
A

critiques are made by Wu (2012)

35
Q

Why is Gee (2005) so impressed with the learning potential of games?

A

Because good games are exceptionally good at teaching us how to play the game.

Therefore games must lead to good learning principles

36
Q

How does Gee respond to the critique

“What you learn when you learn to play a video game is just how to play the game, and nothing more”.

A

He makes the point that facts may be tested in exams, but the knowledge does not transfer to practice as they are not in context; and that (e.g.) biology is “ironically”
like a game in itself.