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GAmes for future Education

Presentation for the Workshop NaviGame - about using games for change behavior and developing critical thinking to defend from fake news

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GAmes for future Education

  1. 1. Games for future education NaviGame Workshop Serious Game Transforming Teaching: Information literacy in Action University of Parma Eleonora Pantò
  2. 2. Hello I am Eleonora Pantò - Worked in R&D as expert in ICT & education - Collaborated in some education EU projects about games, enviroment and inclusion - Past president of Media&Learning Association - Director of Dschola association - Now working as staff of the Deputy Mayor of education of the City of Torino 2
  3. 3. Pandemic & Infodemic × Uncertainty and fear × The need for more information × A lot of data … but which data?  INFODEMIC × Trust in institutions, in other people is menaced
  4. 4. × Increase of fake news during lockdown: people had more time to stay online × MIT study revealed that “fake news” diffused significantly farther, faster, deeper and more broadly than the truth × “But the more likely problem is that social media presents a feed or timeline of content that disorients its consumers and unmoors them from reality” Scientific American Consequences of fake news & social media
  5. 5. × Google Fact Check Tools × CoronaVirusFacts/DatosCoronaVirus Alliance, a coalition of more than 100 fact-checkers who are fighting misinformation related to the COVID- 19 pandemic × Lab Fake News and the mathematical model at the University of Turin × The design of apps can reduce the spread  WhatsApp limited the number of forwarded messages News tools and organizations to combat the recrudescence of fake news
  6. 6. We need Media and Information Literacy × We use stereotypes more than we think × We are inclined to believe what they tell us × We only see what we want to see × Restructure our beliefe systems take work
  7. 7. 9 Definition of Behavior A Behavior is a thing a person does in response to internal or external events.” https://www.gamified.uk/2017/07/28/behaviour-behaviour-change/ definition offered by Hobbs Campbell, Hildon & Michie [2]: “anything a person does in response to internal or external events.” For our purposes, we would add the following as well “For a behaviour to occur there must be a trigger, a process and an observable response”
  8. 8. 10 How a behavior occurs https://implementationscience.biomedcentr al.com/articles/10.1186/1748-5908-6-42 × The Fogg Behaviour Model by Stanford University’s BJ Fogg, says that for a behaviour to occur, there needs to be a sufficient level of both motivation and ability. × So if you want to persuade someone to do something with your product, you need to first make them want to do it, then second, make it easy for them .
  9. 9. 11 6 common errors of policy makers in attempting to change a health-related behaviour • It is just common sense • It is about getting the message across • Knowledge and information drive behaviour • People act rationally • People act irrationally • It is possible to predict accurately New body of evidence of how to bring about behaviour change is consistently ignored These findings do not apply only to health-related behaviour changes! …. but changing (health) behavior is not easy…
  10. 10. Addiction by design? In a 2017 article titled “How evil is tech?”, the New York Times columnist David Brooks wrote: “Tech companies understand what causes dopamine surges in the brain and they lace their products with ‘hijacking techniques’ that lure us in and create ‘compulsion loops’.” Most social media sites create irregularly timed rewards, Brooks wrote, a technique long employed by the makers of slot machines, based on the work of the American psychologist BF Skinner, who found that the strongest way to reinforce a learned behaviour in rats is to reward it on a random schedule. “When a gambler feels favoured by luck, dopamine is released,” says Natasha Schüll, a professor at New York University and author of Addiction By Design: Machine Gambling in Las Vegas. This is the secret to Facebook’s era-defining success: we compulsively check the site because we never know when the delicious ting of social affirmation may sound.
  11. 11. The power of gamification × Intrisinc and estrinsic motivation × Winner effect × Easy failure, no penalty × Perseverance × Feedback, Friend, Fun × Crowd based https://www.slideshare.net/IT.com.mk/the-power-of-gamification-gabe- zichermann Gabe Zichermann - the guru of Gamification
  12. 12. https://www.gamification.co/2019/07/09/how-gamification-can-beat-fake-news/
  13. 13. 15 VideoGames, Serious Game, Applied Game, Game with a purpose, Alternative Reality Game, Learning Game. Are really games? Interactivity is the new paradigm Interactivity through games and play is a New Language «GAMES ARE ABOUT DOING STUFF» Serious…. Learning Willem Jan Renger
  14. 14. Hybrid Approach Sylvester Arnab × Overlapping & cross fertilization of phyical/digital, formal/non formal, contexts… × i.e. Pervasive game × Co-creation × Post-digital era https://www.schooleducationgateway.eu/en/pub/viewpoints/interviews/education-talks-sylv-arnab.htm
  15. 15. “ 17
  16. 16. ResponSEAble: A Game for Ocean Literacy × An EU Funded project with the aim to help people understand their connection to the Ocean, improve their understanding and to treat them with greater respect. × But who needs to know what? What are the target audiences? × What kind of information is needed? × What are the best channels or methods to transmit information to these audiences? × How do we encourage people to become more knowledgeable, to make responsible decisions and change their behavior? × And why, sometimes, don’t we act even if we have the right information? × The project has developed and tested the effectiveness of several innovative 'ocean literacy tools' for different audiences. 18
  17. 17. Information Knowledge Attitude Awareness Behavior Activism The first quiz is a test to measure previous knowledge - does not consume points (movement) Information → some data are provided for each story through the learning point (text + cartoons) Knowledge -> quizzes to measure understanding Attitude, Awareness → the final questions for each story, if aimed at putting the player in a situation that asks for decisions on his part Activate → Once the game is complete, players are asked to "put their face" on those challenges by taking a selfie which is posted on the leaderboard- http://game.responseable.eu ResponSEAble – The Ocean Literacy Game
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  19. 19. Pandemic and education: what have we learned? × Emergency remote teaching vs distance learning (in some way as smart working vs working from home) × Expert says that this is not the last pandemic.. and it’s not yet over × Educational institutions have to rethink how to integrate in presence education with distance education and exploit digital peculiarity
  20. 20. Education: tools for the future × Literacies (info, media, data, eco,..) × Thinking (critical, emotional, design,..) × Networking × Adaptation × Creativity × Fluidityhttps://www.undatarevolution.org/data-use-availability/
  21. 21. Videogame for future education × Hybrid learning environment × Think creatively × Do think the hard way × Challenge yourself
  22. 22. “ 24
  23. 23. Thanks! Any questions? You can find me at @epanto & eleonora.panto@gmail.com 25

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