Events of Instruction
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How games can be used
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a.
Gain attention
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Pre-game playing briefing. Teachers can do either one or a
combination of the following activities to gain learners’ attention:
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b.
Inform learners of objectives
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Depending on teacher’s lesson plan—either to practice implicit or
explicit learning (see Tan, Neill & Johnston-Wilder, 2012), teacher may or may not inform learners of the learning
objectives (not to be confused by the in-game character’s or avatar’s
objectives).
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c.
Stimulate recall of prior knowledge
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If the game is related to knowledge which learners supposed to have
constructed in previous lesson(s), teachers should brief learners on how
prior knowledge could be applied in winning the game. Or at least, conduct a
verbal quiz to stimulate recall of the knowledge, and then explain what kind
or which portion of the prior knowledge is related to the game to be
played.
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d.
Present the content
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In game-based learning practice, this means letting the learners to
become players and start playing. Ideally, teachers should be allowed to play
the game in advanced, in order to estimate the possible length of completing
a specific game. However, if this is not possible or preferable, the teachers
may refer to game developers of the game in advanced, acquiring the normal
range of time needed to complete the game.
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e.
Provide learning guidance
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If there were learners who managed to complete the game earlier than
the normal range, then teachers may appoint them to act as peer-coaches.
Peer-coaches are encouraged to assist their peers—with teacher’s
moderation—to complete the end.
In the case where no players were managed to complete the game within
the normal time range, teachers should provide hints, tips or options of
possible solutions to players. If none of the players were capable to
complete the game at the supposed pre-planned game debriefing, teachers
should demonstrate how the game can be completed, or at least inform the
solution to all in-game challenges. It is important to relate how the
solutions are linked to learning objectives and game goal / objectives.
In the case of open-ended games (e.g. simulation games), the length
of the play session should be set in advanced, and then informing the
players, probably during the pre-game briefing.
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f.
Elicit performance (practice)
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In most games, the performance elicitation will be done behind the
scene through the tracking system. Individual learner’s performance will be
recording in the game database (in the form of matrices).
Teachers can monitor individual learner’s performance by referring to
the metrices.
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g.
Provide feedback
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In-game immediate feedbacks are automated to avoid interference of
game flow. Off-game immediate feedback might be provided either by
peer-coaches or teacher who physically watch specific learner’s play. The
feedback should be constructive and positive, which may scaffold the
learner’s completion of the game.
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h.
Access performance
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Teachers can view the overall performance of individual learners at
the end of each game session, i.e. through the matrices.
A debriefing session should be organized to show how the overall game score, badges, etc are related to the attainment of learning objectives.
The debriefing can also be student-led, in which students are given
opportunities to discuss among their peers, and then present the output of
the discussion (see Tan, Johnston-Wilder & Neill, 2010).
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i.
Enhance retention and transfer to the job
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Learners should be encouraged to blog, chat, video or post their
in-game actions in social media websites. Teachers who are interested to game
surround can also write a blog post or two, and have it shared with the
learners.
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Sunday, 15 July 2012
Game-based teaching: A teacher-led approach for using games in classroom
In recent years, when colleagues from other departments or institutions knew that I am doing R&D in games and game-based learning, they ask for guidance on how they can use games in their teaching. With reference to Gagne's Nine Events of Instruction, I proposed the following steps for using games in classroom teaching:
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