Wednesday, June 1, 2011

Asia Pacific Assessment Conference (APAC) 2011

Serious Gaming


The Prosumer (Producer/Consumer) Phenomenon
davidwortley.com
  • drive innovations in learning and assessment
  • Digital media technologies empower individuals in ways previously unknown in mankind's history - some students may know more than teachers especially when they have the passion
  • Thomas Cook unlocked the secret of applying communications technology to transform everyday lives - attractiveness, accessibility, affordability
  • Games technologies make inaccessible accessible, make inaccessible experience accessible e.g. FIFA Manager
  • Games provide new tools for detailed assessment
  • instant (emotive) feedback challenges and motivates e.g.Guitar Hero
  • technology delivers rich performance data
  • technology creates and maintains e-portfolios for lifelong career mode development
  • games subjective assessment using AI
  • technology providing peer to peer reviews and creating learning communities
  • technology tracking behaviour
  • technology matching profiles to meet human needs
  • Impact - Generation Z have different needs and expectations for learning and assessment; technology shaping recruitment and training needs analysis (profiling); sensor technologies; auto-assessment linking to adaptive learning
21st Century Assessment of/for Student Performance - A/P Chee Yam San
  • Prospects for bringing games theory to the world of formal assessment
  • Marc Pensky - digital game-based learning
  • James Paul Gee - What video games have to teach us about learning and literacy
  • David L Couter - Why Do we Educate?
  • Neil Postman & Charles Weingartner - Teaching as a Subversive Activity
  • Legends of Alkhimia (Chemistry) : Play (experiential, embodied, embedded) --> Dialogue (teacher-facilitated)--> Performance (development of understanding and self-identity; application of understanding; receiving feedback)
  • Games do not just focus on knowledge but the skills
  • Construct knowledge that make sense to the learner
  • "knowledge is a competence like notion being a potential for generating action"
  • Ontology (Being) - Praxiology (Doing) - Epistemology (Knowing)- Axiology (Values)
  • Patterned behaviour: doing and re-doing

No comments:

Post a Comment