Monday 7 March 2011

Guitar hero, a valuable source?

We began looking at games based learning. This concept is becoming ever more common in Primary Schools and authorities are spending millions buying the newest technology including Guitar Hero, wii's, itouchs, voting systems, etc.
Guitar Hero is becoming an increasingly common topic in primary schools, especially with the upper stages. LTScotland has researched the idea of Guitar Hero being used for educational purposes. In class, we attempted to create a small topic plan based around the game to see how cross-curricular we thought it was. W
e looked at some of the curricular areas easily covered. I feel it could be a valuable context, However, you would need to know your class and how engaging they would find it. This topic is also very popular with boys because many have or know someone who has the game at home. Many teachers are skeptical about using a computer game as a context however, it seems that when this context is attempted by teachers all of the children are engaged, enthusiastic and motivated throughout the topic. In our small topic plan for guitar hero and we found that very little of the topic involves playing guitar hero itself. The game really only has one educational use and that is developing motor skills. Games based learning is just a small part of the topic as a whole and there to enhance the learning already taking place. As Puttnam and Heppell (2006) explain "Although barriers to learning can be broken down through interactive experiences, game technology works best when combined with teaching and group activities."
Every other lesson we thought of was based around the idea of the class being rock stars. In bands of about 5 we would get them to (for example);
-create their own costumes, I can use exploration and imagination to solve design problems related to real-life situations. EXA 1-06a
-manage their tours e.g sell tickets,
-create music videos I can create, adapt and sustain different roles, experimenting with movement, expression and voice and using theatre arts technology. EXA 2-12a
-making animation. By experiencing the setting up and running of a business, I can collaborate in making choices relating to the different roles and responsibilities and have evaluated its success. SOC 2-22a.
At the start of the lecture I was skeptical (like many others) about using guitar hero however,the more I discuss the idea I can see just how beneficial it could be to children. They are given personalization and choice in their bands, the names, the costumes etc. It is extremely relevant because as i've said many play the game at home. Also the topic based mainly on collaboration, co-operation and problem solving.
I can see a variety of ways in which Guitar Hero fits in to the curriculum and can see how engaging it would be for many children. As Heppell (2006) states "People love to learn, people love to play. It should not have taken quite so long to make progress towards putting those two together seamlessly."

Puttnam, D; Heppell, S (2006) Unlimited Learning- computer and video games in the learning landscape. London: Entertainment and leisure Software Publishers association. (Introduction by Heppell, S-page 3) (Page 19)

3 comments:

  1. Using the ideas you have written about for Guitar Hero helps children develop enterprising skills. There is a significant amount of learning taking place with strong links to the technologies, maths, language and expressive arts.

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  2. You have told me your thoughts but you really need to start referencing to what others say and link to CfE.

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  3. You discuss guitar hero at the start and mention a context but you do not say what the context is. You could have discuss in more detail the topic you and your group were developing linking it to what the children are learning.

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