June 25-29, 2007 Vancouver BC, Canada - Association for the ...

June 25-29, 2007 Vancouver BC, Canada - Association for the ... June 25-29, 2007 Vancouver BC, Canada - Association for the ...

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PRE-CONFERENCE TUTORIALS & WORKSHOPS Monday, June 25, Afternoon, 1:30 PM - 5:00 PM W3: Reusable Learning Designs: How to Capture Powerful Pedagogical Patterns (bring your laptop) Dawn Leeder, University of Cambridge, UK Tom Boyle, London Metropolitan University, UK John Cook, London Metropolitan University, UK Richard Windle, University of Nottingham, UK Raquel Morales, University of Cambridge, UK Abstract This sell-out workshop ran in the UK in November and December 2006 as part of the JISC Design for Learning Programme . Participants are introduced to the principles of reusable learning design, the pedagogical attributes of learning objects and how this fits with the IMS Learning Design framework. The workshop commences with a practitioner questionnaire to identify current practice, followed by a lively and engaging mix of short presentations rooted firmly in practice. The central focus of the workshop is the brainstorming and storyboarding of reusable learning designs in small groups facilitated by roving presenters. Participants work on poster-sized blow-ups of the storyboards and present their results which are compared, discussed and evaluated by all participants. The outputs are digitally archived to the RLO-CETL website for subsequent download. The workshop is practical, hands-on and practitioner-focused and requires no prerequisite knowledge or specialist equipment. It is facilitated by experts from the Centre for Excellence in Teaching and Learning in Reusable Learning Objects (RLO-CETL), UK. Objectives This workshop will enable participants to: • Understand the background and rationale for reusable learning designs • Complete a practitioner questionnaire describing their current practice • Understand the relationship between learning objectives, learning objects and learning designs • Identify the pedagogical attributes of learning objects and how this relates to IMS learning design • Describe examples of reusable learning designs from practice • Understand how reusable learning designs are evaluated • Complete a pedagogical design sheet • Have hands-on experience of collaborative work in small groups to capture learning designs • Abstract pedagogical patterns from the designs that have been produced through facilitated discussion • Be able to subsequently download the archived designs for future use Outline • Outline of the workshop’s activities • Introduction to the learning design project and the JISC Design for Learning Programme • Learning Design Showcase – demonstrations of a variety of learning designs in practice • Facilitated discussion of the principles of pedagogical patterns • Background to the pedagogical attributes of learning objects and how this relates to the IMS Learning Design Framework • Brainstorm learning designs to develop in small groups • Interactive hands-on session. Collaborative work on storyboard posters to capture learning designs in small groups facilitated by roving presenters • Presentation and discussion of group work • Outputs captured digitally to be archived Draft programme: 14:00 Tea/coffee and introductions 14:15Outline of the day’s activities 14:30 Learning design showcase 14:50 Attributes of learning objects, how this relates to IMS Learning Design 15:15 Small group brainstorming to identify topics suitable for development 15:30 Tea/coffee 15:45 Interactive hands-on session. Working collaboratively on storyboard posters to capture learning designs in small groups facilitated by roving presenters 17.00 Presentation and discussion of group work. Results are captured digitally to be archived on the RLO-CETL website. 17.30 Close Prerequisites The workshop will be of interest to educators, developers, educational technologists, IT and support staff, instructional designers, content providers, staff developers, administrators, e-learning champions and anyone with an interest in the pedagogical effectiveness of e-learning. No prior experience is required other than a willingness to participate in hands-on learning design activities. Beginners are welcome! Intended Experience Level Beginner Instructor Qualifications Dawn Leeder is Reward & Development Manager, RLO-CETL, Cambridge University, UK with special responsibility for staff development programmes and international dissemination. As Director of Universities' Collaboration in eLearning (UCeL), Dawn devised the innovative “unlocking content” workshop format where practitioners engage in hands-on content creation activities and these workshops have been running to international acclaim since 2002. More recently the workshop format has been adopted by RLO-CETL as a most effective method for introducing practitioners to the joys and pitfalls of reusable learning object development. As Principal Investigator of the “Sharing the LOAD project”, a part of the JISC Design for Learning Programme, Dawn has recently facilitated 4 sell-out UK workshops to capture pedagogical patterns underpinning reusable learning designs. Tutorials are indicated by a T# and have a lecture/demonstration format. Workshops are indicated by a W# and are primarily hands-on sessions. We advise early registration for all Tutorials and Workshops due to limited space available. 12

PRE-CONFERENCE TUTORIALS & WORKSHOPS Monday, June 25, Afternoon, 1:30 PM - 5:00 PM W4: Building Educational Games – Use of the Game Object Model (bring your laptop) Alan Amory, University of KwaZulu-Natal, South Africa Abstract The production of educational games is both complex, and technically challenging. The use of a model such as the Game Object Model (GOM) allows for the conceptualization and assessment of educational computer games based on contemporary educational ideas. The Game Achievement Model (GAM), based on GOM, provides a framework for the conceptualization, design, and development of an educational game where problem solving is the core component. During the workshop participants, working in groups, will evaluate two games created using GOM and GAM, explore the GOM to better understand the model and develop a mini-game using GAM. Objectives • Exploration of educational games designed using the Game Object Model to develop a better understanding of educational games; • Deconstruction of the Game Object Model to build insights into the complex relationships between educational games, authentic tasks, narrative spaces, gender, social interactions and development of challenges, puzzles or quests to support learning activities; and • Develop insight into the use of the Game Achievement Model (GAM) that provides a framework for game designers to link learning theory to game design. Outline 1. Welcome and Introduction (15 minutes). During this part of the workshop participants will introduce themselves, sate their learning objectives and form learning groups. 2. Play and evaluation of two games created using GOM and GAM (75 minutes). CD-ROM disks will be provided to participant that will allow them to install and play games designed using GOM and GAM either individually as a group. 3. Deconstruction of GOM (60 minutes). This part of the workshop will include a discussion of GOM. 4. Development of a mini-game using GOM and GAM (60 minutes). GAM will be introduced and participants will work together to develop their own mini-game using the knowledge constructed during the earlier stages of the workshop. Prerequisites Students and faculty members with little experience in the design of complex learning environments as well as experienced interactive educational media designers are welcome to participate. The workshop is structured in a way where participants with different skill levels will develop new insights into the planning/development phases of complex learning software. Intended Experience Level Intermediate Instructor Qualifications Degrees B.Sc. (1977) University of the Witwatersrand B.Sc.Hons (1977) University of the Witwatersrand Ph.D. (1983) University of the Witwatersrand Experience 1979 Part Time Lecturer NU 1980 Junior Lecturer NU 1984 Lecturer NU 1989 Senior lecturer NU 1994 Associate Professor NU 1999 Full Professor and Director ITEd NU-UKZN 2007 Director: eLearning, Education, Gauteng Provincial Government Publication Summary: Books or Chapters in Book – 6 Peer Refereed Journal papers – 22 Peer Refereed Conference papers – 17 Other Journal Articles – 3 Reportsv2 Other Refereed Publish Conference Proceedings – 7 Published Abstracts – 11 Keynote/Plenary/Invited Addresses – 6 Workshops – Invitations – 4 Workshops – Presented – 2 Papers given at conferences – 106 Technical/Contract Reports – 3 Other Journals/Newspaper Articles – 3 Popular Press – 7 Creative Outputs: Software products – 13 Internet sites – 15 Tutorials are indicated by a T# and have a lecture/demonstration format. Workshops are indicated by a W# and are primarily hands-on sessions. We advise early registration for all Tutorials and Workshops due to limited space available. 13

PRE-CONFERENCE TUTORIALS & WORKSHOPS<br />

Monday, <strong>June</strong> <strong>25</strong>, Afternoon, 1:30 PM - 5:00 PM<br />

W4: Building Educational Games – Use of <strong>the</strong> Game Object Model (bring your laptop)<br />

Alan Amory, University of KwaZulu-Natal, South Africa<br />

Abstract<br />

The production of educational games is both complex, and technically challenging.<br />

The use of a model such as <strong>the</strong> Game Object Model (GOM) allows <strong>for</strong> <strong>the</strong> conceptualization<br />

and assessment of educational computer games based on contemporary<br />

educational ideas. The Game Achievement Model (GAM), based on GOM, provides<br />

a framework <strong>for</strong> <strong>the</strong> conceptualization, design, and development of an educational<br />

game where problem solving is <strong>the</strong> core component. During <strong>the</strong> workshop<br />

participants, working in groups, will evaluate two games created using GOM and<br />

GAM, explore <strong>the</strong> GOM to better understand <strong>the</strong> model and develop a mini-game<br />

using GAM.<br />

Objectives<br />

• Exploration of educational games designed using <strong>the</strong> Game Object Model to<br />

develop a better understanding of educational games;<br />

• Deconstruction of <strong>the</strong> Game Object Model to build insights into <strong>the</strong> complex<br />

relationships between educational games, au<strong>the</strong>ntic tasks, narrative spaces,<br />

gender, social interactions and development of challenges, puzzles or quests<br />

to support learning activities; and<br />

• Develop insight into <strong>the</strong> use of <strong>the</strong> Game Achievement Model (GAM) that provides<br />

a framework <strong>for</strong> game designers to link learning <strong>the</strong>ory to game design.<br />

Outline<br />

1. Welcome and Introduction (15 minutes). During this part of <strong>the</strong> workshop participants<br />

will introduce <strong>the</strong>mselves, sate <strong>the</strong>ir learning objectives and <strong>for</strong>m learning<br />

groups.<br />

2. Play and evaluation of two games created using GOM and GAM (75 minutes).<br />

CD-ROM disks will be provided to participant that will allow <strong>the</strong>m to install and<br />

play games designed using GOM and GAM ei<strong>the</strong>r individually as a group.<br />

3. Deconstruction of GOM (60 minutes). This part of <strong>the</strong> workshop will include a discussion<br />

of GOM.<br />

4. Development of a mini-game using GOM and GAM (60 minutes). GAM will be<br />

introduced and participants will work toge<strong>the</strong>r to develop <strong>the</strong>ir own mini-game<br />

using <strong>the</strong> knowledge constructed during <strong>the</strong> earlier stages of <strong>the</strong> workshop.<br />

Prerequisites<br />

Students and faculty members with little experience in <strong>the</strong> design of complex learning<br />

environments as well as experienced interactive educational media designers<br />

are welcome to participate. The workshop is structured in a way where participants<br />

with different skill levels will develop new insights into <strong>the</strong> planning/development<br />

phases of complex learning software.<br />

Intended Experience Level<br />

Intermediate<br />

Instructor Qualifications<br />

Degrees<br />

B.Sc. (1977) University of <strong>the</strong> Witwatersrand<br />

B.Sc.Hons (1977) University of <strong>the</strong> Witwatersrand<br />

Ph.D. (1983) University of <strong>the</strong> Witwatersrand<br />

Experience<br />

1979 Part Time Lecturer NU<br />

1980 Junior Lecturer NU<br />

1984 Lecturer NU<br />

1989 Senior lecturer NU<br />

1994 Associate Professor NU<br />

1999 Full Professor and Director ITEd NU-UKZN<br />

<strong>2007</strong> Director: eLearning, Education, Gauteng Provincial Government<br />

Publication Summary:<br />

Books or Chapters in Book – 6<br />

Peer Refereed Journal papers – 22<br />

Peer Refereed Conference papers – 17<br />

O<strong>the</strong>r Journal Articles – 3<br />

Reportsv2<br />

O<strong>the</strong>r Refereed Publish Conference Proceedings – 7<br />

Published Abstracts – 11<br />

Keynote/Plenary/Invited Addresses – 6<br />

Workshops – Invitations – 4<br />

Workshops – Presented – 2<br />

Papers given at conferences – 106<br />

Technical/Contract Reports – 3<br />

O<strong>the</strong>r Journals/Newspaper Articles – 3<br />

Popular Press – 7<br />

Creative Outputs:<br />

Software products – 13<br />

Internet sites – 15<br />

Tutorials are indicated by a T# and have a lecture/demonstration <strong>for</strong>mat. Workshops are indicated by a W# and are primarily hands-on sessions.<br />

We advise early registration <strong>for</strong> all Tutorials and Workshops due to limited space available.<br />

13

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