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Education and Games?

Education and Games?. Tim Price-Walker MissionMaker Project Manager Immersive Education Ltd Computer Games in Education RSC London - JISC. Immersive Education – who are we?. Founded in 1998 Developer and publisher of educational software Oxford-Intel  Education initiative

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Education and Games?

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  1. Education and Games? Tim Price-Walker MissionMaker Project Manager Immersive Education Ltd Computer Games in Education RSC London - JISC

  2. Immersive Education – who are we? • Founded in 1998 • Developer and publisher of educational software • Oxford-IntelEducation initiative • Roots in the UK games industry “Immersive is the product of a most creative collaboration between Intel and the Department of Education at Oxford University and the results are staggering…” Bethan Marshall, The Guardian

  3. Product platforms • Kar2ouche 3D storyboard ‘role play’ tool • Kruciblevirtual real-time science simulations • MediaStage 3D virtual production studio • MissionMaker game authoring software Education software using the production values of games technology

  4. Award winning software • UK BETT Award 2004, 2005 & 2006 • British Computer Society Award 2002 • EDDIE Award 2002 • BAFTA Award Nominee 2002 & 2003 • BESA Best Educational Award 2001

  5. What is ? • Game authoring software for educational and creative use • A collaboration between The Centre for the Study of Children, Youth and Media (Institute of Education, University of London) and Immersive Education IOE project leaders: David Buckingham, Andrew Burn Immersive Education: Jeff Woyda, Donna Burton-Wilcock

  6. Research Outline What? Software to enable children to create their own computer games. Why? Enable children to become producers, not just consumers of games. Who? KS3 (11-14); particularly girls and children with literacy difficulties.

  7. Outcomes Software: 3D game-authoring tool, allowing children to design their own action-adventure games Theory: a model of ‘game-literacy’, defining gaming and game design as a form of ‘reading’ and ‘writing’ Teaching: ways of teaching ‘game literacy’, both formally (in schools) and informally (in clubs and homes) Participatory design: a model for industrial design, incorporating user input and feedback Still in progress…

  8. Parkside Community College, Cambridge • Focus on narrative and representation: Media

  9. Charles Edward Brooke Girls School, London • Lunchtime club for game playing, after-school club for game design • Focus on game-making as a design practice

  10. Apex Summer School – Bath (G&T) • Technology immersion • High adult-child ratio

  11. Aspects of Games

  12. Games are Motivating

  13. Anticipated Issues • Curriculum links • Support materials • Research findings • Time available – curriculum structure • Hardware • Teacher uncertainty and suspicion • Training

  14. Website and email contact Organisations: • www.childrenyouthandmediacentre.co.uk • www.londonknowledgelab.ac.uk • www.immersive.co.uk Project Managers: • ray@imed.co.uk • tim@imed.co.uk • donna@imed.co.uk

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