Game Based Learning with Kodu & Project Spark

Supported by Microsoft in the Classroom hear from Matthew Jorgensen, teacher of 22 years, and how he uses games in his classroom. Get started: Project Spark - http://www.projectspark.com Kodu - http://www.kodugamelab.com

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Game Based Learning with Kodu & Project Spark

Created 2 years ago

Duration 0:10:36
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Supported by Microsoft in the Classroom hear from Matthew Jorgensen, teacher of 22 years, and how he uses games in his classroom. Get started: Project Spark - http://www.projectspark.com Kodu - http://www.kodugamelab.com
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Slide Content
  1. Slide 1

    • Project Spark and Kodu
    • Game based learning
  2. eLearning Manager, eSmart Coordinator, QSITE Gold Coast Chapter Chair, Microsoft MIE 

    Slide 2 - eLearning Manager, eSmart Coordinator, QSITE Gold Coast Chapter Chair, Microsoft MIE 

    • Coomera Anglican College, Gold Coast, QLD 
    • 22 years as Primary and Secondary Teacher
    • 7 years as eLearning Facilitator
    • @jorganiser
    • Matthew Jorgensen
    • Background
  3. What is game-based learning?

    Slide 3 - What is game-based learning?

    • I also include the game-making process in this definition, as students are learning through the design, production and testing (playing) of their own games.
    • In my mind, GBL involves using (computer) games in the learning process. This can also include the use of a competitive context for a task, such as scoring points for correct answers or acquiring badges for completed tasks.
  4. I have used Kodu with Year 3 students, although it was during a Christmas holiday camp so they were 8 weeks away from Year 4.

    Slide 4 - I have used Kodu with Year 3 students, although it was during a Christmas holiday camp so they were 8 weeks away from Year 4.

    • Kodu is fun and easy to use, with a great problem solving and logical thinking thread. The sprites and aesthetic relate to the primary student, and Kodu is like the younger sibling to Project Spark. There are elements of a shooting game but they are safe to use for this age group.
    • Available on:
    • Windows 7
    • Windows 8.1
    • Xbox 360
    • Kodu lets kids create games via a simple visual programming language.
    • Kodu
  5. I am using Project Spark in Years 7 and 8 as a lunchtime club.  We will be using it in Year 7 in Media Studies to create a game with a narrative, kind of like a Choose Your Own Adventure.

    Slide 6 - I am using Project Spark in Years 7 and 8 as a lunchtime club. We will be using it in Year 7 in Media Studies to create a game with a narrative, kind of like a Choose Your Own Adventure.

    • I think that Project Spark could also go down to Year 5, but it is more complicated than Kodu. The Xbox association that is crucial to its use suggests that it is best implemented in secondary.
    • Available on:
    • Windows 8.1
    • Xbox One
    • Project Spark is a next generation evolution of Kodu
    • A powerful, yet simple way to build and play your own worlds, stories and games.
    • Project Spark
  6. Classroom usage

    Slide 10 - Classroom usage

    • I have created a group called SparKademy. In this group are the Kodu Kids and Sparkies. We get together at lunch times and work together to learn the tools.
    • The goal is to create educational games that other students can play. Alongside this is the goal to create learning materials that other students can use to learn the tools. These will be shared on www.sparkademy.com.au.
  7. Teaching areas

    Slide 11 - Teaching areas

    • Kodu and Project Spark can be used to directly and indirectly deliver educational benefits. The most obvious Australian Curriculum links are in the realms of Digital Technologies and ICT General Capabilities. Being visual programming languages, these tools can also lead into the study of programming and coding languages such as Python.
    • They are creative mediums that can be linked to multimedia design and the visual arts. Specifically, in Years 7 and 8 Media Arts, Project Spark can address ACAMAM069: Plan, structure and design media artworks that engage audiences. In Digital Technologies, the overview suggests using game development as an integration mechanism, and cites game evaluation and game interface and instructions design as viable ways to deliver the curriculum.
  8. Educational Values: Academic

    Slide 12 - Educational Values: Academic

    • Australian Curriculum: Digital Technologies
    • Digital Systems: 4.1, 6.1, 10.1
    • Representation of Data: 4.2
    • Collecting, Managing and Analysing Data: 4.3, 8.4
    • Creating Digital Solutions by Defining: 4.4, 6.4, 8.5, 10.5
    • Creating Digital Solutions by Designing: 6.5, 8.6, 10.6
    • Creating Digital Solutions by Implementing: 4.5, 6.7, 8.8, 10.8
    • Creating Digital Solutions by Evaluating: 4.6, 6.8, 8.9, 10.9
    • Collaborating and Managing: 4.7, 6.9, 8.10, 8.11, 10.10, 10.11
    • ICT General Capabilities
    • By Participating is SparKademy, students will build their skills in all the elements:
    • Applying social and ethical protocols and practices when using ICT
    • Investigating with ICT
    • Creating with ICT
    • Communicating with ICT
    • Managing and operating ICT
  9. Educational Values: Habits of Mind

    Slide 13 - Educational Values: Habits of Mind

    • Persisting – not stopping until the game works perfectly
    • Managing Impulsivity – staying on task in class to complete the game
    • Thinking Flexibly – finding solutions
    • Striving for Accuracy – for perfect gameplay
    • Questioning and Posing Problems – how to fix programming errors and debug
    • Applying Past Knowledge to New Situations – always learning and building on knowledge
    • Thinking and Communicating with Clarity and Precision – video tutorials that explain effectively
    • Creating, Imagining, Innovating – designing and creating new worlds
    • Responding with Wonderment and Awe – making awesome games
    • Taking Responsible Risks – using eSmartz
    • Finding Humour – having fun and learning
    • Thinking Interdependently – to work in a team
    • Remaining Open to Continuous Learning – life long learning is paramount
  10. Getting started

    Slide 14 - Getting started

  11. In the classroom

    Slide 15 - In the classroom

    • Engaging
    • Fun
    • Competitive
    • Contemporary
    • Empowering
    • Challenging
    • Scaffolded learning
    • Malleable
    • Improvisational
  12. Benefits

    Slide 16 - Benefits

    • Social
    • Motivational
    • Low risk activity
    • Cost-effective – both Project Spark & Kodu are free
    • Limitations
    • Project Spark requires an Xbox account
    • Note: Kodu does not require an Xbox account and is available on Windows 7.
    • Deliver learning outcomes through games
    • Start today
  13. projectspark.com

    Slide 17 - projectspark.com

    • kodugamelab.com
    • Free downloads and learning resources
    • Resources
    • Microsoft Virtual Academy
  14. Microsoft ContactDominic Williamsondwill@microsoft.com

    Slide 18 - Microsoft ContactDominic Williamsondwill@microsoft.com