Games Based Learning in the Classroom Evaluation Project 2007 - 2008From ICT Register Wiki
The projectIn 2007, the Specialist Schools and Academies Trust (SSAT) and Caspian Learning, worked together on this project, funded by Becta, to evaluate and develop Thinking Worlds™ as both a 3D Learning Based Games Resource and as a “Flexible Design Tool” with the following outcomes. Executive SummaryChildren and adults are engaged in playing computer games at home and derive enjoyment from them. This project set out to determine whether the use of 3D computer games in the classroom had the potential to improve student engagement in learning and whether it offered a tool to improve student thinking skills. This programme was a partnership between Specialist Schools and Academies Trust (SSAT), Caspian Learning and the British Educational Communications and Technology Agency (BECTA). Thinking Worlds ™ technology was made freely available to all ICT register schools within the SSAT’s ICT register community. A focus group of 25 schools was sought. These schools were required to feedback on their experiences with the technology in a structured learning environment. The schools reported that the inclusion of the 3D Games in the curriculum had a positive effect on learning for all students. Pupils of all abilities were engaged with the games and teachers were able to use the games in a variety of teaching contexts. Heavily text based games inevitably proved difficult for pupils with weak literacy skills. The process of developing games added to the creativity of pupils, engaging them in evaluation, audience and assessment of their tasks and creating games proved a good vehicle for collaborative learning. The ability to edit and create learning based games was seen as essential by teachers. Authoring tools need to be intuitive as teachers and students need to be able to create games without too much difficulty. The variety of hardware and network infrastructure in schools and level of technical expertise available still presents a barrier to the adoption of high quality 3D software packages, requiring the setting up of user accounts and the collection of performance data. The use of 3D games has much to offer across all phases of education and their wider use is recommended. Key FindingsThe following results are summaries of the key findings of this study:
Full Report available hereScenarios and Case StudiesLearning through Games, Abbey Junior School in Partnership with Shireland City Learning Centre, Sandwell |