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ProActive Project

21 January, 2016 - 14:46

ProActive (Fostering Teachers' Creativity through Game-Based Learning) is a two years project in the EU LLL program (Project Number: 505469-LLP-1-2009-1-ES-KA3-KA3MP) which started on January 2010. The project tackles creativity in the context of lifelong learning by stimulating creative teaching practices through the use of different learning metaphors in various educational levels. Through a constructivist approach, the project is creating learning contexts where teachers and trainers can apply creativity in designing their own game-based learning (GBL) scenarios by using digital tools. ProActive offers to teachers and trainers the possibility to use GBL as an innovative and imaginative approach in their teaching practices, in order to enable them to create learning environments interesting and engaging for their students.

In 2009, the European Year of Creativity and Innovation aimed to raise awareness of the importance of creativity and innovation for personal, social and economic development. The initiative addressed a wide spectrum of related themes such as fostering artistic and other forms of creativity through pre-school, primary and secondary education including vocational streams, as well as non-formal and informal education, ICT as media for creative self-expression, and promoting innovation as the route to sustainable development.

More specifically, the main objectives of ProActive are:

1. To stimulate the creativity of teachers / trainers working in LLP sub-programmes, developing a conceptual framework for integrating different learning metaphors;

2. To introduce innovative ICT-based experiences in teaching / training practice, adapting and enhancing the game editors, integrating five learning metaphors;

3. To implement co-design creativity sessions and pilot sites for addressing school, university and vocational education scenarios;

4. To validate the proposed approach as a means of learning and evaluate its impact on teachers’ creativity and students’ outcomes.

As final results, ProActive will produce guidelines on creativity enhanced by Game-Based Learning and disseminate a database of Game-Based Learning scenarios and related active learning culture within EU education.

The project is carried out by a consortium of six partners from four countries in Europe (as shown in Table 6.1 ), covering various education and training systems and learning cultures.

Table 6.1 A consortium of six partners

Partner No

Acronym

OrganisationName

City

Country

P1

UB

Universitat de Barcelona

Barcelona

Spain

P2

DPPSS

Sapienza Università di Roma

Roma

Italy

P3

CAST

CAST Limited

Bangor

United Kingdom

P4

UNINA

Università di Napoli Federico II

Naples

Italy

P5

UCM

Universidad Compultense de Madrid

Madrid

Spain

P6

UNIBUC

University of Bucharest

Bucharest

Romania

 

According to many authors, the educational system in many countries does not promotecreative teaching / learning processes (Robinson, 2006; Ferrari et al., 2009). Indeed, formal education does not facilitate creative behaviours and skills from students. Learners most often act as recipient of methods, pedagogies and knowledge (Ferrari, et al. 2009). Teachers tended to give importance to relevance, competence and the need to avoid mistakes (Ferrari, et al, 2009). Indeed, formal education has created a culture that often "accepts only what is relevant" (Beghetto, 2007). According to Runco (1999), teachers prefer “conforming” and “considerate” students. Moreover, Ng and Smith (2004) state that teachers often dislike personality traits associated with creativity, as such persons are often dogmatic and will stand for their own ideas against everything and everyone, are self-confident, ambitious, passionate about their work and have a tough skin.

However, during the last part of the 20th century and early part of the 21st, creativity has been seen to be increasingly significant in education, within cultural policy discussions, starting with the landmark advice of the National Advisory Committee on Creative and Cultural Education (NACCCE, 1999). Many authors (e.g. Craft, 2005; Sawyer, 2006) suggest that creativity should be an important educational objective: “in today’s knowledge societies, one of the key missions of the schools is to educate for creativity” (Sawyer, 2006). Current pedagogical discourses attempt to view learners as the centre of teaching and learning processes, with an active role in the production of knowledge and meaning, democratically bringing their expertise, experiences and ideas into the classroom (Williamson & Payton, 2009) and thus stimulating also creativity. Nevertheless, creativity still does not seem to play a central role in the curriculum or learning objectives that teachers are asked to follow in every country (Cachia et al., 2009).

On the basis of Runco (1999), Sharp (2004) and Boghetto (2007), Ferrari et al. (2009) present a model opposing implicit and explicit theories of creativity.

“Implicit theories refer to the tacit and shared knowledge of ordinary people regarding creativity, while explicit theories refer to scientific research findings. This model reflects the change of scope regarding creativity that moves towards a personal approach in which there is a creative potential in all individuals and in different knowledge domains.”

ProActive aims at fostering teachers' / trainers’ creativity. Thus, the project adopts an approach of personal creativity, in which the creative potential is in all individuals, and can be applied to all domains.

ProActive’s psycho-pedagogical framework links the concepts of creativity, Game-Based Learning, game design and the five learning metaphors in an integral whole. Although the term Game-Based Learning (GBL) has not been given a precise definition, it has been around for almost two decades. Several authors, such as Prensky, Aldrich, Jenkins or Gee, have been discussing Game-Based Learning definition is and potential in well-known articles and books (Gee, 2003; Prensky, 2001), thus laying the basis of Game-Based Learning concepts. Therefore, we can define Game-Based Learning as the use of computer or other digital games of any kind as tools that support learning in a meaningful way. Thus, Game-Based Learning is a trend which analyses the good characteristics of digital games together with their relation with learning, and proposes strategies and paradigms to take advantage of them for education.

For the reasons mentioned above, an increasing number of teachers and trainers recognize the value of digital games in education. However, they are not sure how to bring Game Based Learning approaches into the field. Indeed, some barriers to the implementation of Game-Based Learning in formal learning settings have been identified within a study conducted by BECTA on COTS (BECTA, 2008).

  • The lack of integration of most games with the current curriculum and assessment framework. Time constraints.
  • Technical and logistical issues (cost, licensing, limitations of school computers, technical support) - Game-Based Learning cannot become part of the fabric of the curriculum without the appropriate technology and technical support, which is challenging in some EU countries.
  • Lack of teacher skills.
  • Not all learners engage with games and many do not see a link between games and learning.
  • Teacher and parent concerns over the content of some games (e-safety).

In order to overcome the above mentioned challenges, ProActive proposes a framework in which teachers / trainers would design their own learning games. Indeed, available market games generally do not match curricular objectives. The big companies tend to ignore the educational market because of the difficulties posed by a wide and varied curriculum, a lack of interest on behalf of educational policy makers, the inability of schools to find the sort of money that commercial games tend to command and also the security issues associated with large institutions with small IT budgets. Thus teachers / trainers may benefit from ProActive, by developing games for themselves that have direct relevance to their teaching objectives.

A constructivist approach to Game-Based Learning is adopted, where teachers and trainers will develop innovative learning artefacts that are interesting and engaging for their students. The game design process will foster educator’s creativity. The metaphors of learning will work as guidelines for the project participants in the creation of educational games as they raise awareness and promote reflection on different learning models and guide the game construction. Furthermore, as a result of the situated design process, a creative product will be obtained – a learning artifact (i.e. an educational game), tailored to the learning needs, institutional and curricular constraints and which can be shared with students. Such creative product is pedagogically innovative, useful and adapted to a specific teaching / learning context.

The psycho-pedagogical framework has been be central in several tasks in ProActive. First of all, it provides basis for the organisation of the training and implementation that is taking place in eighteen pilot sites in four European countries (Italy, Romania, Spain and UK). Moreover, training materials for the teachers and trainers are being developed to correspond to the proposed approach. Finally, the ProActive evaluation framework and appropriate evaluation tools are designed as consequence of the elicited methodology.

Traditionally, teachers and trainers used in their practice a dominant learning paradigm: the instructional, thus limiting their creative potential and inhibiting learning. Recent studies instead show that in normal situations learners combine different metaphors to a lesser or greater degree simultaneously: Imitation, Participation, Acquisition, Exercising, and Discovery(Simons, 2003, 2004, 2008). In ProActive we consider that we don’t learn in just one way, but in different ways that depend on personal aptitudes, on the situation where learning takes place and on the content to be learnt. The five metaphors learning model (Simons, 2003, 2004, 2008) is a description of different ways of learning in different people, embedded with learning theories. It can be treated as a comprehensive model that comes out by combining some learning models with the theories of change by De Caluwé and Vermaak (1999). The result is a classification of the ways of learning into five groups (one per metaphor), each one representing a preference for learning that is not exclusive. In fact, every person is able to use all metaphors, but each one in a different situation. The core idea is that we don’t learn in a sole way, but in different ways that depend on personal aptitudes, on the situation where the learning takes place and on the content to be learnt (Simons & Ruijters, 2004).

Simons (2003) recognizes that we need a language to talk about learning in less educational ways, incorporating implicit, social, collective and dynamic learning and describing different ways of learning besides the traditional perspective on training. The aim of the metaphors is to find an escape from automatic educational thinking when designing workplace learning trajectories.

In fact, although in formal contexts of learning teachers use a sole dominant paradigm, relevant studies show that it is quite different in the ways of learning in everyday contexts. If in formal learning contexts we learn essentially in individual situations from abstract concepts that are separated from the contexts where these concepts will be applied, in everyday life we learn from direct experience using the concept directly in the real situation where they have to be applied in interaction with others.

Simons’ work on learning metaphors has been chosen as core psycho-pedagogical model for ProActive since it offers a comprehensive explanation of possible situated learning experiences. The strenghtness of this model in respect of others (Marzano, 2000; Costa & Kallick, 2009) is, in fact, the focus on contextualized educational theories rather then on cognitive instructional paradigms.

Despite this model is a core reference for the ProActive project, it has anyway to be contextualized and adapted to our methodology and purposes. In fact, the metaphor model is quite unrefined and uses the existing literature on learning in not ever clear and compatible ways. Simons’ core contribution is that learning can be experienced in different ways, but the metaphors in Simons’ work are analyzed basing on organization and professional learning literature, so we have adapted them, as follows, in order to cover also formal educational contexts (schools and universities) and psycho-pedagogical literature.

Our thinking is that everyone can learn in different ways, which depend on the context of learning, the actors involved in the learning process and the artifacts used for learning, etc. Starting from this socio-cultural approach on learning we also claim that artifacts are not neutral: they reflect the psycho-pedagogical model adopted by the artifact designer.

The five metaphors are: acquisition, imitation, experimentation, participation and discovery, and are briefly described below:

  1. Acquisition: Regarding the acquisition metaphor, the idea is to transfer information from one who possesses it (the teacher) to another one who acts as a passive receiver (the learner). It doesn’t matter who the learner is and how he / she prefers to learn, as learning is always a repetition and a replication of the acquired knowledge, or product of an individual mental activity.
  2. Imitation: The imitation metaphor focuses on modeling behaviours by observing others’ reactions to events. The leading idea is that vicarious learning experiences can help to shape one’s own actions.
  3. Experimentation: This metaphor is closely related to “learning by doing” processes. It applies to learning specific activities, complex or dangerous tasks, as it promotes active and contextualized learning processes, mainly related to practical activities and skills (including refining movements). It generally applies to individual practices, but may include some social activities, such as the coordination of teams.
  4. Participation: This metaphor focuses on social aspects of learning. Indeed, the content transmitted by the teacher acts as a stimulus for learning, but he / she cannot predict learners’ actions (new meanings and learning paths are created).
  5. Discovery: Discovery comes from transformative actions through engagement with learning materials and situations, and allows for “incidental” learning experience. Learning by discovery can be individual and / or social; the crucial point is that it creates new contents through an active involvement of the learner.

Taking into account the metaphors in the design phase of the activity can help teachers to increase the pedagogical value of the resulting GBL experience. Besides, thinking about which metaphors they want to use is a way for teachers to escape from the traditional learning model and include innovative and creative teaching practices in their daily strategies.

In order to design meaningful GBL activities, it is important to consider many aspects. Indeed, the game should be perceived as embedded in a learning scenario that takes into account the different parameters of the teaching/learning context. While planning their GBL scenarios, teachers/trainers should take into account the specific characteristics of the learning audience, the specific learning objectives, the evaluation approach, the time-space resources or the technical requirements of the games. Moreover, the step by step organization of the learning activities (i.e. structure of the activities before, during and after the game) should be planned.

Success factors for the construction of a good educational game have been identified. Three different dimensions have been pointed out, namely gaming aspects, learning aspects and technical aspects.

Within gaming aspects, it is important to take into account that the game should include final objectives, but might also have intermediate / short‐term goals in order to facilitate the player in reaching the final ones. The game should be based on clear and consistent rules. Players should strive for continuous improvement. This can be achieved by increasing level of difficulty. However, the level of challenge should not surpass the level of possibilities, in order not to discourage the player. Players should be able to perceive the impact and consequences that their actions have in the game world, in order to be informed about how they are performing, check their progress continuously, and enable them to eventually adjust their actions. Positive feedbacks are often associated with rewards, which help the player in the achievement of the objectives and acts as a mechanism to increase engagement and immersion. The game should be engaging, exciting and interesting for the wider possible number within the target group of students. This is achieved by using game elements like an interesting plot / story, an appealing environment / virtual world, contextualization, challenging goals, etc. The player should feel willing to play the game more than once. It's important to verify that the game includes jokes, humor, or any other elements required to make it more fun. But be aware these elements will not suit every game! (Inaccuracies in content can be dramatic in educational settings).

For what concerns the learning aspects, teachers should consider how well the game fit with their educational objectives. They should also check that the contents, puzzles and language used are adequate for their students, taking into account aspects like age, skills, knowledge level, socio-cultural context, etc. It is highly recommended that teachers provide additional content to students to reinforce learning. It could be provided as additional links, books, reading notes, etc., but also as content that is embedded in the game. These aspects should be considered from the beginning when the learning scenario is being designed. The game should be included in a wider learning scenario which might include other learning activities, such as further discussion / reflection sessions in the classroom, group activities, reports, presentations, homework, etc. The level of challenge of the learning experience should be high enough to keep students engaged but without surpassing their abilities so they do not become frustrated. The game should provide a context in which the level of autonomy of the learner is adequate. Moreover when the GBL scenario is put into practice, it's important to verify if students are really more motivated.

Finally, and considering the technical aspects, the game should be user-friendly and easy to use, so as to allow the player to concentrate on the objectives and not on dealing with a bad interface. The graphics should be appropriate for the target group. For example, cartoon styles are appropriate for kids, while photo-realistic environments are better for teenagers or university students. It is desirable that the game could be reused in different contexts without the need of complex and costly modifications. Besides teachers could be interested in adapting the games produced by other teachers.

Thus, the main goal reached during the ProActive project process, still in progress, has been to involve teachers coming from three different educational setting (school, university and professional organization) and from four different Contries (Spain, Italy, UK and Romania) in the creation of educational scenarios employing digital tools provided by the partnership (Picture : Teachers developing their GBL scenarios). One of the game editor is EUTOPIA.

media/image1.png
Figure 6.1 Teachers developing their GBL scenarios 

For example one teacher proposed to employ the platform to develop a game whose aim is to train doctors and medical students to introduce, choose and presctipt handicap supports for those people who may need them within their school setting. The game presents moreover an indirect goal: to build a specific knowledge around the handicap supports in order to make the target group more expert about both impairments and technological aids to facilitate learning processes.

Another idea to employ the tool is training young/junior teachers in group dynamics. In particular, teachers should be helped to gain expertise in how to become members of a group in order to facilitate their future students’ relationships. The idea is that being part of a community can be considered something to learn.

What comes out from the project activities is that generally, teachers’ current practices are based on a quite common employment of ICT tools as a support for learning process. The main goal of every teacher is to interest the students and the idea of joining Proactive project is surely linked to this goal. Teachers also feel important to adapt the educational style to students’ actual computer skills and to society change, trying to fill the generational gap on this issue. A strong link between GBL and creativity has been highlighted during the whole activities. Creativity seems enhanced by an innovative way of considering learning processes based on educative serious game. These new tools can improve students’ curiosity about the world and facilitate knowledge sharing. Group creativity can be achieved, where everyone joins the everybody’s learning process. An interesting difference between teaching creatively and teaching creativity emerged, where the first refers to a general flexibility within teacher’s own approach to learning process, and the second refers to the possibility to teach students how to work in collaborative way, to be open to change towards flexibility and adaptability. In addition, we are talking about teaching through games, giving a good emphasis on the playfulness of the learning dynamics.

In relation to the editor proposed by Proactive, all teachers showed a high level of interest in employing it in their own teaching approach. One of the most important reason is that educational games provide a safe environment where exploring and experimenting knowledge. On the other hand, these tools can enhance both individual and collaborative learning, bringing innovative elements to teachers’ teaching styles. These platforms could also help students in their self studying development, thus assuring them a teaching guidance together with the chance to freely produce and build their knowledge. In addition, teachers believed it could be interesting the idea to develop their own editors to support the daily practice. Nevertheless they seemed worried about reaching this specific goal because of their lack of computer skills, expressing the need to be updated and costantly trained.

Eutopia was perceived as a tool to teach and improve relational attitudes (being an on-linerole-playing game), thus being employed more in psicosocial subjects like counselling, mediation and negotiation, soft skills training, human resources training (the only exception being a proposal to employ Eutopia also to explore formal knowledge).