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STELLAR Theme Team focusing on the use of Serious Games in Education

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Discussions > Key Qs Corner Topic 2: Educator's role

Key Qs Corner Topic 2: Educator's role

Maria Popescu
190 days ago

The second topic we bring up for development under Key Question Corner umbrella is "Educator's role" in  Serious Game- based Learning.

Since the potential for using games as teaching tools has been on a countinuous upward move,the problem with Serious Games  is still about deployment, as understanding the context of where the system will be used is critical. This is especially true of the military, law enforcement, healthcare and service industries-corporate training, but education as well.

Also, SG deployment  still pose many question as to what methodology should be used for these alternative learning tools, which are the game selection rules  for the given objectives and how will this yield both to the investors, to the managers, to the tutors and students themselves.Tutors are the key actors and have a critical role in selecting the games according to the learning objectives, the specific domain, students' demographics, institution's policy, view and characteristics.

The challenge yet for a lot of trainers using serious games is that they have to move from 'expert' to 'coach', as Serious Games move the focus in this case from what you know to what you can do.

 

Thus, there are :
 1- trainers who know how to teach effectively, but they may not know how to do it with games (most do not have an understanding of game mechanics and  other skill development options a game offers).
 2- trainers who are also gamers and understand the game mechanics, but they may not understand a particular game framed by specific curricular outcomes.
Great importance lays  on what you're teaching, who you're teaching  why you are doing it.
This dichotomy gets even wider once we admit there are different characteristics one must consider related to the context of teaching_ since corporate training is based on andragogy (Greek: "man-leading")  as well as Higher and Further Education, while K-12 is based on different pedagogies (Greek: "child-leading").

 

Here are some starting points:
- trainers need to know their audience
- reinforcement can be anything that motivates the learners
- deeply understanding the learner demographic is key – not only to the training’s success, but to their ongoing motivation on the job.
-people enjoy experiences that make them feel capable, successful – that enhances their self-esteem. Such experiences include solving puzzles, winning games, receiving recognition and applause from others.  Trainers who know what motivates employees will know how to reinforce their learning.

 

How does a corporate trainer use games for his employees?

Remember:
-You use the game, it's not the game that uses you.
-You assess employees’ learning needs to support corporate goals.
-You define learning objectives.
-You structure the content and the learning activities.
-you put games in where they’ll do the most good, based on sound instructional principles.
 
Here are some quotes from IT managers using games in corporate training:

 "For those deploying games, deciding whether their target audience internalized the lesson instead of just becoming good at playing the game is paramount,"
"Proving the efficacy of a game for a particular business depends on the goal of the game. For something as straightforward as training, it is important to tie the goals of the game to a particular outcome,"


For using Serious Games in Class- some serious-game experts give advice on how teachers can get the most out of the games in the classroom.
 -First, familiarize yourself with the game's rules, strategies, and keyboard commands so you'll be ready if someone accidentally hits the wrong key and needs a rescue. On game day, try using a projector or an interactive whiteboard to give the whole class a demo before letting the students take over.
 -Make sure the students get enough time with the game to thoroughly explore different scenarios and make their own mistakes.
-Don't be afraid to let them totally fail and try again.
- No matter what the game or the subject is, the important thing to do is to use the game as a catalyst for something else.
-Help students link the game's content to events in the real world.
-Encourage Open Conversation -Let free debate reign in postgame chats as long as students support their arguments with evidence.
( Experts say that one of the most important thing from a civic standpoint is to feel that there is an open climate for discussion.

 

Please think of other aspects that show similarities or differences in what a tutor should do in employing Serious Games for teaching, both for education and corporate training.