Introducing a Games Based Enquiry Model

After somewhat of a hiatus in developing a methodology for using games and game-like thinking in learning design, I hope that you’ll tune in and spread the word among like-minded colleagues about a series of posts I’m going to publish in the next few weeks and months.

This isn’t about levels, badges or using Minecraft. It’s about constructively aligning enquiry based learning with the NESA curriculum requirements – drawing on game theory and game cultures to surpass what I see as an increasingly dated PBL model (which is now 25 years old).

I’m not going to tell you enquiry is good, games are good or puppies are good – but explain how to develop a K12 KLA based learning continuum which is more dynamic and flexible because it taps into children’s own experiences of games and media.

It is drawing on my own research into video games and children and over a decade of talking about and using PBL in schools and university. I will talk a lot about Overwatch – as to me, the mechanics and dynamics of this game and culture are incredibly relevant to learning and teaching – and I’m so sick and tired of Minecraft being falsely seen as the edu-apex of what can be possible.

Why post this at all?

I’m going back to beginning – WoWinSchools, Skoolaborate and other gem’s of brilliance that seem to have been lost in the dreariness of Minecraft discussions. You don’t even have to play games – or use games, but you do need to accept that games-media is the most significant interactive phenomenon in children’s media-lives. If you don’t, then I’d suggest you read more than Tweets – as this has been a fact for well over a decade now.

The story begins …

Before reading on – go back to basics – JSB – who talks about why tapping into knowledge as a network is more powerful than any single person or technology. This ten minute video presents complex and thought provoking alternatives to schooling – and to me remains as relevant today as it did a decade ago.  Most of all, this video was made at a time where brands and products did not dominate or distort discussions about new ways of learning and teaching. To me, this one of the most important videos ever posted.

So a decade on from this talk — this series of posts is my attempt to share what I’ve been thinking, constructing and tinkering with.

What is GBE?

Firstly, this is a framework which takes in numerous theoretical elements from education, gaming, and media theory. Secondly, it’s a framework to design enquiry, measure progress and give feedback within the constraints to the Australian curriculum. For the most part, I’ve been working on this in some iteration for well over a decade so some of it might seem familiar. It’s assumes: learning is blended, the pace of learning is dictated by the student and given to them at the outset – in full.

The posts are going to set out how I go about creating a blended learning environment which is brand-agnostic and can be implemented in the primary and secondary school setting. They will establish how to use an enquiry approach, in which students solve problems through projects. I hesitate to call this PBL or GBL as both terms have been hijacked by psuedo-celebrities etc., I’m going with a new neologism – GBE – Game Based Enquiry – in so much as it attempts to draw upon the patterns of rhythms experienced in awesome games. If you don’t play games, then you will not get much of this as it really requires more than a shallow understanding of what it feels like to explore the wilderness of your own understanding while blasting bad-guys.

design thinking

This ‘design thinking’ illustration helps underpin my approach to GBE. It also connects with the work of Pam Cook in constructive alignment using Biggs’ SOLO Taxonomy.

The most important pillar of GBE is to approach learning design through ‘learning intentions’ rather than problems to solve. I’ve departed company with classic (vanilla) PBL methods in order to focus on what teachers see as their intentions at the outset, rather than starting with the end in mind and then trying to come up with an open ended question to lead students to it. What is often not talked about in PBL is the degree to which teacher-bias limits the supposedly broad scope of student voice and choice.

To me, if you know the ending in a narrative driven game, there would be less enjoyment and motivation. The important initial discovery phase of learning becomes yet another creepy-tree house created by teachers. If you like, GBE’s whole ethos is to allow open-world movement, rather than follow a set narrative – where the boundaries are set by time, resources and alignment to the reportable-curriculum.

Ready player one?

The above diagram is lesson one. Imagine learning as a horizontal plane that moves though phases of inductive and deductive thinking. There are three phases, and unlike PBL, there are lots of interchangeable parts to work with (I’ll expand later on that) – which I tend to call EPISODES as GBE necessarily uses the narrative of school and the teacher.

Think about a decent multiplayer game – players choose from a set of options, and each option shifts the experience of the overall game, depending on what players select. For example: In Overwatch, Junk Rat is best played when the opposing team plays three tanks with low mobility. He’s less effective against high mobility team compositions. The better players select heros based on composition, not their looks, characterisation etc., For teachers, choosing the right enquiry composition is essential – to avoid the boredom of sticking to the BIE method and dictatorial language conventions – Seriously, kids soon become bored with ‘need to knows’ as much as they hate being Power pointed and given a test.

So where PBL starts with a driving question, GBE starts with discovery and initial insight experienced as a challenge or narrative-scenario. We still want to cast students as the hero who is about to undertake an adventure … but we don’t want to give them some teacher question based on a TUBRIC or contrived question. In my experience, teachers spend way too long trying to craft a great driving question – and ultimately 50% of kids switch off as soon as they see it – as it isn’t interesting – and from that point, the intention is not to learn, but to get through learning.

So in the next post I’m going to deal with how a GBE framework creates ‘learning intentions’ in more detail.

Hit the subscribe button and tell your friends …