Project Based Learning
Project Based Learning is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging and complex question, problem, or challenge. In Gold Standard PBL, Essential Project Design Elements include:
- Key Knowledge, Understanding, and Success Skills – The project is focused on student learning goals, including standards-based content and skills such as critical thinking/problem solving, collaboration, and self-management.
- Challenging Problem or Question– The project is framed by a meaningful problem to solve or a question to answer, at the appropriate level of challenge.
- Sustained Inquiry– Students engage in a rigorous, extended process of asking questions, finding resources, and applying information.
- Authenticity– The project features real-world context, tasks and tools, quality standards, or impact – or speaks to students’ personal concerns, interests, and issues in their lives.
- Student Voice & Choice– Students make some decisions about the project, including how they work and what they create.
- Reflection– Students and teachers reflect on learning, the effectiveness of their inquiry and project activities, the quality of student work, obstacles and how to overcome them.
- Critique & Revision– Students give, receive, and use feedback to improve their process and products.
- Public Product– Students make their project work public by explaining, displaying and/or presenting it to people beyond the classroom.
Project-based learning (PBL) is a student-centered pedagogy that involves a dynamic classroom approach in which students acquire a deeper knowledge through active exploration of real-world challenges and problems. Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem. It is a style of active learning and inquiry-based learning. PBL contrasts with paper-based, rote memorization, or teacher-led instruction that simply presents established facts or portrays a smooth path to knowledge by instead posing questions, problems or scenarios.
Thomas Markham (2011) describes project-based learning (PBL) thus: “PBL integrates knowing and doing. Students learn knowledge and elements of the core curriculum, but also apply what they know to solve authentic problems and produce results that matter. PBL students take advantage of digital tools to produce high quality, collaborative products. PBL refocuses education on the student, not the curriculum—a shift mandated by the global world, which rewards intangible assets such as drive, passion, creativity, empathy, and resiliency. These cannot be taught out of a textbook, but must be activated through experience.” James G. Greeno (2006) has associated project-based learning with the “situated learning” perspective and with the constructivist theories of Jean Piaget. Blumenfeld et al.elaborate on the processes of PBL: “Project-based learning is a comprehensive perspective focused on teaching by engaging students in investigation. Within this framework, students pursue solutions to nontrivial problems by asking and refining questions, debating ideas, making predictions, designing plans and/or experiments, collecting and analyzing data, drawing conclusions, communicating their ideas and findings to others, asking new questions, and creating artifacts.”(Blumenfeld, et al., 1991) The basis of PBL lies in the authenticity or real-life application of the research. Students working as a team are given a “driving question” to respond to or answer, then directed to create an artifact (or artifacts) to present their gained knowledge. Artifacts may include a variety of media such as writings, art, drawings, three-dimensional representations, videos, photography, or technology-based presentations.
How do we use digital games in Project Based Learning?
When education or training feels dull, we are not being engaged and motivated. In other words, we’re not really learning. “Learning” doesn’t mean rote memorization—it means acquiring the skills and thought processes needed to respond appropriately under pressure, in a variety of situations.
We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process. This is where game-based learning comes in. As it turns out, for many years, videogame designers have been producing and refining highly motivating learning environments for their players to enjoy.
Good game-based learning applications can draw us into virtual environments that look and feel familiar and relevant. According to Dr. Susan Ambrose, director of Carnegie Mellon’s Eberly Center for Teaching Excellence, this is motivational because we can quickly see and understand the connection between the learning experience and our real-life work
Language Games
While learning a language, students’ biggest trouble is to fail and bullying. At this time games are effective tools. Games offer strategical thinking, evaluating different options and flexibility.
There are many games out there to use for learning a language. One of them is Lyrics Training. Lyrics Training is an easy and enjoyable game which you may develop your learning skills. You can both learn new words and phrases and, scan the grammar rules. The aim is to fill the gaps of the song lyrics while watching the video-clip of the song.
Thomas Markham (2011) describes project-based learning (PBL) thus: “PBL integrates knowing and doing. Students learn knowledge and elements of the core curriculum, but also apply what they know to solve authentic problems and produce results that matter. PBL students take advantage of digital tools to produce high quality, collaborative products. PBL refocuses education on the student, not the curriculum—a shift mandated by the global world, which rewards intangible assets such as drive, passion, creativity, empathy, and resiliency. These cannot be taught out of a textbook, but must be activated through experience.” James G. Greeno (2006) has associated project-based learning with the “situated learning” perspective and with the constructivist theories of Jean Piaget. Blumenfeld et al.elaborate on the processes of PBL: “Project-based learning is a comprehensive perspective focused on teaching by engaging students in investigation. Within this framework, students pursue solutions to nontrivial problems by asking and refining questions, debating ideas, making predictions, designing plans and/or experiments, collecting and analyzing data, drawing conclusions, communicating their ideas and findings to others, asking new questions, and creating artifacts.”(Blumenfeld, et al., 1991) The basis of PBL lies in the authenticity or real-life application of the research. Students working as a team are given a “driving question” to respond to or answer, then directed to create an artifact (or artifacts) to present their gained knowledge. Artifacts may include a variety of media such as writings, art, drawings, three-dimensional representations, videos, photography, or technology-based presentations.
How do we use digital games in Project Based Learning?
When education or training feels dull, we are not being engaged and motivated. In other words, we’re not really learning. “Learning” doesn’t mean rote memorization—it means acquiring the skills and thought processes needed to respond appropriately under pressure, in a variety of situations.
We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process. This is where game-based learning comes in. As it turns out, for many years, videogame designers have been producing and refining highly motivating learning environments for their players to enjoy.
Good game-based learning applications can draw us into virtual environments that look and feel familiar and relevant. According to Dr. Susan Ambrose, director of Carnegie Mellon’s Eberly Center for Teaching Excellence, this is motivational because we can quickly see and understand the connection between the learning experience and our real-life work
Language Games
While learning a language, students’ biggest trouble is to fail and bullying. At this time games are effective tools. Games offer strategical thinking, evaluating different options and flexibility.
There are many games out there to use for learning a language. One of them is Lyrics Training. Lyrics Training is an easy and enjoyable game which you may develop your learning skills. You can both learn new words and phrases and, scan the grammar rules. The aim is to fill the gaps of the song lyrics while watching the video-clip of the song.
Movement Games
In this unit, we are going to look at movement games. Movement games have lots of different terms. One of the terms which is sometimes used is around exer-gaming, so this is around actually getting people to exercise through the use of game play. Games consoles like the Nintendo Wii and more recently the Xbox Kinect, completely revolutionised how you might be able to use computer games to develop an increased heart rate and to develop movement. However, it is probably worth saying that movement games have been around for a long time, and this is an example here with Dance Mat, probably one of the original movement games that was around. This is quite a sophisticated system because actually 30 young people can be using any one time and it captures individual scores. If you exercise for long enough and it increases your heart rate, of which dance does or electronic dance does, then it has a very positive impact on your health and your fitness. Even though this system is very expensive, it is probably also worth mentioning that there are cheaper systems that are on the market. This is quite a good system for the Wii, it is also available for the Wii U.
In this unit, we are going to look at movement games. Movement games have lots of different terms. One of the terms which is sometimes used is around exer-gaming, so this is around actually getting people to exercise through the use of game play. Games consoles like the Nintendo Wii and more recently the Xbox Kinect, completely revolutionised how you might be able to use computer games to develop an increased heart rate and to develop movement. However, it is probably worth saying that movement games have been around for a long time, and this is an example here with Dance Mat, probably one of the original movement games that was around. This is quite a sophisticated system because actually 30 young people can be using any one time and it captures individual scores. If you exercise for long enough and it increases your heart rate, of which dance does or electronic dance does, then it has a very positive impact on your health and your fitness. Even though this system is very expensive, it is probably also worth mentioning that there are cheaper systems that are on the market. This is quite a good system for the Wii, it is also available for the Wii U.
Brain Training Games
We have already discussed games to help develop language, games which might get your heart rate going by improving a bit of movement, and now what we are going to be thinking about in this unit is games that get your brain moving a little bit as well. We are going to think about some brain training games. Many of the other games in this section, some of these types of games can be really good, but some of these types of games might not be as good as others as well, so it is really important that you try out these different games. There are lots of people these days claiming to be able to improve your brain power or your mental arithmetic, but the reality is that there is no kind of scientific proof for that. There is a bit of proof though around this game here, it is a game called Dr. Kawashima™’s Brain Training: How Old Is Your Brain? It has been one of the top 10 bestselling games for about the last 5 or 6 years now, it always still seems to be up in the charts, and it is available for the 3DS as well as the Nintendo DS. There has been a lot of work done around it, in terms of actually how it does improve your brain and your processing powerThe activities inside it simple. One of the activities is around being able to do 20 sums as quickly as you can, or 100 sums as quickly as you can, or about trying to improve your cognitive ability by joining the different dots in a certain order to do things. So all the activities are basically designed to improve your cognitive power through practice, and it has also got Sudoku which is built into it as well. As mentioned before, there are a number of different Brain Training Apps. There are lots of games that are available, some for free and some that you have to pay for, and it is good to go away and test out some of these apps to see whether they are any good or not, or whether they are relevant for your class or not. Math Workout is very good, not only is it free, but there are a lot of activities inside that are very similar to Dr. Kawashima’s Brain Training, and it is valid because it makes a link between the 2 in terms of activity. Sudoku is also very good we know for improving maths, improving mental arithmetic, and there are lots of good examples of Sudoku games that are available as well online. So why don’t you go away and have a think about exploring the App Store, perhaps there are some brain training games, perhaps there is a maths game, and think about how you might be able to use those in your classroom with your children.
We have already discussed games to help develop language, games which might get your heart rate going by improving a bit of movement, and now what we are going to be thinking about in this unit is games that get your brain moving a little bit as well. We are going to think about some brain training games. Many of the other games in this section, some of these types of games can be really good, but some of these types of games might not be as good as others as well, so it is really important that you try out these different games. There are lots of people these days claiming to be able to improve your brain power or your mental arithmetic, but the reality is that there is no kind of scientific proof for that. There is a bit of proof though around this game here, it is a game called Dr. Kawashima™’s Brain Training: How Old Is Your Brain? It has been one of the top 10 bestselling games for about the last 5 or 6 years now, it always still seems to be up in the charts, and it is available for the 3DS as well as the Nintendo DS. There has been a lot of work done around it, in terms of actually how it does improve your brain and your processing powerThe activities inside it simple. One of the activities is around being able to do 20 sums as quickly as you can, or 100 sums as quickly as you can, or about trying to improve your cognitive ability by joining the different dots in a certain order to do things. So all the activities are basically designed to improve your cognitive power through practice, and it has also got Sudoku which is built into it as well. As mentioned before, there are a number of different Brain Training Apps. There are lots of games that are available, some for free and some that you have to pay for, and it is good to go away and test out some of these apps to see whether they are any good or not, or whether they are relevant for your class or not. Math Workout is very good, not only is it free, but there are a lot of activities inside that are very similar to Dr. Kawashima’s Brain Training, and it is valid because it makes a link between the 2 in terms of activity. Sudoku is also very good we know for improving maths, improving mental arithmetic, and there are lots of good examples of Sudoku games that are available as well online. So why don’t you go away and have a think about exploring the App Store, perhaps there are some brain training games, perhaps there is a maths game, and think about how you might be able to use those in your classroom with your children.
Simulation Games
If you have been following this module in order, you will be already aware of some of the things we have been looking at. Language games, movement games, brain training, and this is a little section now on simulations. Simulations have been around for a long time, some of you will remember SimCity, perhaps the greatest simulation game that has ever been created. But there are also a lot of other simulation games that are available,sometimes they are called serious games and can be used not only for training purposes, but also to improve learning and teaching. SimCity is the one that I have already mentioned, it has been around for almost 20 years now-. You can actually download the original version of SimCity for the PC for free, so if money is a bit of a problem, you can still play the original version. In fact, kids quite actually like the retro feel of things. What is great about SimCity now is that it is available across a whole range of platforms, not just the PC, and the mobile version of the game, either for Android or for iOS, is really starting to take off. In fact, there are lots of different simulations that you can now get for tablet computers in the form of apps. Some of you will have remembered FarmVille, the Facebook game that was around a little while ago, it does not seem to be as possible as it once was. Interestingly of course, there were lots of hidden learning in FarmVille, but there are other ones perhaps more suited to education now, and a great example of that is Farm Story. It looks very similar but again, you are running your virtual farm, you have to look after the animals, you have to decide what you want to buy, you have to keep an eye on the weather, you have to manage your budget, you have to manage your time carefully, so a great simulation game to help teach children about agriculture and also the processes and the hardship of being a farmer. Again highly a game of fight, lots of interesting graphics in there, and a great example of a freemium service. Other ones that are very popular in schools have been around for a little while, but they constantly seem to be reinventing themselves.
You can also find some other simulation games generally for high school students. These story-based games use high grafical functions which affect these teens and thus, good motivational structures for most of school subjects. “Assasin’s Creed”, “Knight Online” and “League of Legends” are some examples to these kinds of games.
If you have been following this module in order, you will be already aware of some of the things we have been looking at. Language games, movement games, brain training, and this is a little section now on simulations. Simulations have been around for a long time, some of you will remember SimCity, perhaps the greatest simulation game that has ever been created. But there are also a lot of other simulation games that are available,sometimes they are called serious games and can be used not only for training purposes, but also to improve learning and teaching. SimCity is the one that I have already mentioned, it has been around for almost 20 years now-. You can actually download the original version of SimCity for the PC for free, so if money is a bit of a problem, you can still play the original version. In fact, kids quite actually like the retro feel of things. What is great about SimCity now is that it is available across a whole range of platforms, not just the PC, and the mobile version of the game, either for Android or for iOS, is really starting to take off. In fact, there are lots of different simulations that you can now get for tablet computers in the form of apps. Some of you will have remembered FarmVille, the Facebook game that was around a little while ago, it does not seem to be as possible as it once was. Interestingly of course, there were lots of hidden learning in FarmVille, but there are other ones perhaps more suited to education now, and a great example of that is Farm Story. It looks very similar but again, you are running your virtual farm, you have to look after the animals, you have to decide what you want to buy, you have to keep an eye on the weather, you have to manage your budget, you have to manage your time carefully, so a great simulation game to help teach children about agriculture and also the processes and the hardship of being a farmer. Again highly a game of fight, lots of interesting graphics in there, and a great example of a freemium service. Other ones that are very popular in schools have been around for a little while, but they constantly seem to be reinventing themselves.
You can also find some other simulation games generally for high school students. These story-based games use high grafical functions which affect these teens and thus, good motivational structures for most of school subjects. “Assasin’s Creed”, “Knight Online” and “League of Legends” are some examples to these kinds of games.
What do we learn from games?
According to the classification of motivation by Malone and Lepper (1987), digital games involve the subjects as challange, curiosity, control and fantsy. According to Pillay (2002), digital games have many affects on children’s performances. Although children play games just for fun, they gain knowledge simultaneously.
Games make students travel in other worlds, let them use their abilities by role-playing and gain knowledge. The aim is to progress and to win in the games called “challanging exercise”. To accomplish this aim, the player learn what is supposed to be learned and use this information during playing games. (Gredler, 2003).
According to the classification of motivation by Malone and Lepper (1987), digital games involve the subjects as challange, curiosity, control and fantsy. According to Pillay (2002), digital games have many affects on children’s performances. Although children play games just for fun, they gain knowledge simultaneously.
Games make students travel in other worlds, let them use their abilities by role-playing and gain knowledge. The aim is to progress and to win in the games called “challanging exercise”. To accomplish this aim, the player learn what is supposed to be learned and use this information during playing games. (Gredler, 2003).