Creating Opportunities to Learn Social Skills at School using Digital Games.
Saved in:
| Title: | Creating Opportunities to Learn Social Skills at School using Digital Games. |
|---|---|
| Authors: | Modafferi, Stefano1, Boniface, Michael1, Crowle, Simon1, Middleton, Lee1, Star, Kam2 |
| Source: | Proceedings of the European Conference on Games Based Learning. 2016, Vol. 1, p461-469. 9p. 1 Color Photograph. |
| Subject Terms: | *Video games in education, *Decision making, *Group games, *Pedagogical content knowledge, *European schools, Social skills |
| Abstract: | Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment. Prosociality is a concept that refers to an individual’s propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home. PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in schools. [ABSTRACT FROM AUTHOR] |
| Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
|---|---|
| Header | DbId: ehh DbLabel: Education Research Complete An: 118287801 AccessLevel: 6 PubType: Conference PubTypeId: conference PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: Creating Opportunities to Learn Social Skills at School using Digital Games. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Modafferi%2C+Stefano%22">Modafferi, Stefano</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Boniface%2C+Michael%22">Boniface, Michael</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Crowle%2C+Simon%22">Crowle, Simon</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Middleton%2C+Lee%22">Middleton, Lee</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Star%2C+Kam%22">Star, Kam</searchLink><relatesTo>2</relatesTo> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2016, Vol. 1, p461-469. 9p. 1 Color Photograph. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Video+games+in+education%22">Video games in education</searchLink><br />*<searchLink fieldCode="DE" term="%22Decision+making%22">Decision making</searchLink><br />*<searchLink fieldCode="DE" term="%22Group+games%22">Group games</searchLink><br />*<searchLink fieldCode="DE" term="%22Pedagogical+content+knowledge%22">Pedagogical content knowledge</searchLink><br />*<searchLink fieldCode="DE" term="%22European+schools%22">European schools</searchLink><br /><searchLink fieldCode="DE" term="%22Social+skills%22">Social skills</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment. Prosociality is a concept that refers to an individual’s propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home. PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in schools. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=118287801 |
| RecordInfo | BibRecord: BibEntity: Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 9 StartPage: 461 Subjects: – SubjectFull: Video games in education Type: general – SubjectFull: Decision making Type: general – SubjectFull: Group games Type: general – SubjectFull: Pedagogical content knowledge Type: general – SubjectFull: European schools Type: general – SubjectFull: Social skills Type: general Titles: – TitleFull: Creating Opportunities to Learn Social Skills at School using Digital Games. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Modafferi, Stefano – PersonEntity: Name: NameFull: Boniface, Michael – PersonEntity: Name: NameFull: Crowle, Simon – PersonEntity: Name: NameFull: Middleton, Lee – PersonEntity: Name: NameFull: Star, Kam IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Text: 2016 Type: published Y: 2016 Identifiers: – Type: issn-print Value: 20490992 Numbering: – Type: volume Value: 1 Titles: – TitleFull: Proceedings of the European Conference on Games Based Learning Type: main |
| ResultId | 1 |