How do you think the processes involved in game development will

Innovating with Technology
Research Grants – 2011
Innovating with Technology
Game Development in Teaching and Learning
Expression of Interest
Application Form
Applications should be submitted to:
[email protected]
by Monday 28 March 2011
1
Application Guidelines
There is increasing recognition that games can provide challenging learning environments
that incorporate effective learning principles. Along with high levels of engagement, the use
of games in classrooms offers powerful vehicles that can encourage students to investigate
the role of English, Mathematics, Science, Art and Design, Humanities, Health and Physical
Education in the real world, satisfying contemporary curriculum goals and cross curricular
approaches to student learning (for example, Game On, Australian Centre for the Moving
Image).
In 2011, the Innovation and Next Practice Division’s Innovating with Technology (IWT) trials
will target games-based learning in Victorian schools. Three games-based research strands
will investigate the impact that these environments have on student learning and pedagogy.
The three strands are: serious games, virtual worlds, and game development. Each strand
will be implemented over Terms 2 and 3.
The game development process requires students to think both logically and creatively. It
provides an opportunity for students to develop and draw on multiple intelligences. In
addition to this, game development provides an engaging context for the development of
essential skills including; problem solving, decision making, communication, collaboration,
negotiation, creativity and critical thinking skills.
Game development can be used as an alternative way for students to communicate
information or to demonstrate knowledge and understanding about a particular topic.
Students are engaging in synthesis and higher order thinking when making decisions about
which media and strategies to employ to best communicate ideas and information.
Schools are invited to take part in an action research project to investigate the impact that
the process of game development has on student outcomes and pedagogy.
Selected schools will nominate teams consisting of 1-2 teachers and up to 4 students to
represent their school. These teams will form a community of practice and engage with key
people from Victoria’s game development industry sector. This will provide for an authentic
game development experience.
This application is for the game development research trial only
Aims of the Research trials
The aim of these research grants is to:
o stimulate innovation in teaching and learning practice;
o encourage and support school engagement with research; and
o foster collaboration and communities of practice among schools.
Funding
A grant of $4,000 will be made available to successful schools from metropolitan Melbourne
for casual relief teaching staff to cover the professional learning requirements of the grant
agreement and student participation including travel expenses to the city.
A grant of $5,000 will be made available to successful regional schools for casual relief
teaching staff to cover the professional learning requirements of the grant agreement. The
grant will also cover student participation including travel expenses to Melbourne and
accommodation if required.
Please note that only those schools with strong support within the school and involvement
from a team of staff will be considered for more than one of the 2011 Innovating with
Technology Games-based Learning research trials being offered.
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Research Question
What is the impact of game development on teaching and learning practice?
Successful applications will
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Outline innovative approaches to teaching and learning using game development to
support curriculum implementation.
Provide sound planning for game development implementation and the ability to
meet expected research requirements using the tools and templates provided.
Have a high level of internal support within the school.
Demonstrate a commitment to delivering all aspects of an investigative research
project.
Successful schools will be required to
 Release up to 2 teachers leading the project to participate in:
o four professional learning workshops in Melbourne
o a conclusion forum, and
o online conferences using Elluminate held after school hours.
 Release up to 4 students to accompany teachers to the 3rd and 4th workshop.
 Support student learning within a classroom program over Terms 2 & 3, 2011
(preferably with the same cohort of students).
 Collect data before, during and after the action research project using prescribed
evaluation tools and classroom reflection. Submit a final report (template to be
provided) together with a grant expenditure statement on completion (the report may
be included on the Innovation and Next Practice website) by 24 October.
Comply with all DEECD guidelines regarding duty of care, ethics, privacy, and copyright.
See: http://www.education.vic.gov.au/cybersafety
Action Research skills development will be offered to teachers in:
 Using research tools (some templates provided).
 Using/setting-up collaborative learning spaces e.g.
o DEECD Virtual Conference Centre
http://www.education.vic.gov.au/researchinnovation/virtualconferencecentre/default
.htm
o Educators’ Guide to Innovation Ning http://guidetoinnovation.ning.com
Important dates
Applications open
Tuesday 8 March 2011
Applications close
Monday 28 March 2011
Successful applicants notified and sent agreements
Project implementation and reflection (Terms 2 and 3)
Induction Elluminate (virtual conference) session
Tuesday 5 April 2011
27 April – 23 September 2011
Tuesday 3 May 2011
Teacher workshop 1 -Melbourne
Friday 6 May 2011
Teacher workshop 2 -Melbourne
Wednesday 18 May 2011
Teacher and student workshop 3 – Melbourne
Tuesday 7 June
Elluminate (virtual conference) session
Wednesday 22 June 2011
Elluminate (virtual conference) session
Wednesday 3 August 2011
3
Teacher and student workshop 4 - Melbourne
Final report due
Conclusion forum – 1 day Melbourne
Friday 19 August 2011
24 October 2011
18 November 2011
Research and Evaluation Tools to be used
ASSESSMENTS:
1) ePotential survey - Teaching staff will be required to complete an ePotential Survey
at the commencement and completion of the research project. The survey can be
accessed online at: http://epotential.education.vic.gov.au/
2) Rubrics - Each school will be required to develop a VELS rubric for reflective
assessment of each student participating in the project. An assessment against the
rubric will be made of each student at the commencement of the project to establish
the baseline data and then again at the conclusion of the project. Examples will be
provided. It is expected that teachers and students work together to develop the
VELS rubric.
3) Teacher assessment tool - A teacher assessment template will be provided to each
teacher participating in the research project to identify changes in teaching practices
as a result of the project.
4) Other assessments - Schools are encouraged to collect additional classroom based
evidence that can help to inform the research.. This may include a teacher digital
portfolio to demonstrate real classroom uses for games-based learning, student
testing, parent interviews, or examples of how online safety and technical issues
were addressed.
FINAL REPORT:
A final report template will be provided for schools to feed back the findings of the research.
The final report will be a summary of the prescribed assessments and the teacher digital
portfolio.
Submitting applications
The
completed
application
form
must
be
submitted
by
email
to
[email protected] Innovation and Next Practice Division, no later than 28
March 2011.
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PART A: SCHOOL DETAILS
A1
School name
A2
Principal
A3
Teacher
contact/s
A4
Region
A5
Address
A6
Contact details
A7
Type of school
Telephone
Other
Primary school
Secondary school
P-12 School
Specialist school
Other (please specify) ______________
PART B: PROJECT INFORMATION
B1
VELS Domain/s
B2
Student Year
Level/s
B3
How will game
development
support your
curriculum
program?
How do you
think the
processes
involved in
game
development
will impact on
student learning
and teaching?
How would you
rate your level
of games
literacy for
education?
B4
B5
5
B6
Who will be
involved in the
process from
your school?
B7
How will your
participation in
this research
support the
development of
your capacity to
use technology
as a teaching
and learning
tool in your
classroom?
B8
How will your
learning
experience in
the project be
shared across
the school?
B9
How will your
research be
supported by
your school?
Please provide
detail under each
heading.
B10
Principal support
Technical support
Colleague support
Any other
supporting
information? Eg.
previous
experience using
games-based
learning, web 2.0
tools
PART C: TEACHER DECLARATION
C1
Reporting
I agree to present the findings of this research project in the form of:
A written report to be submitted including: title and description of
project with detail about how the project was delivered and the
impact it has had on teaching and learning practice.
Evidence of teaching and learning practice against baseline data
including student interviews and story boards describing the
process of the project and learning and teaching performance
results.
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I will also ensure:
that appropriate approvals are sought to protect the privacy of
students and teachers as digital stories and/or storyboards may
be published on the DEECD website; and
that IP, copyright, and ethics guidelines are adhered to.
http://www.education.vic.gov.au/management/lol/manage/default.
htm
NAME
SIGNATURE
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PART D: PRINCIPAL DECLARATION
As the principal of (

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) I acknowledge and agree that:
I have read and understood the information provided within this application.
I will support the educator/s participating in this action research project.
I will release up to 2 teachers leading the project to participate in:
o four professional learning workshops in Melbourne
o a conclusion forum
o online conferences using Elluminate held just after school hours.
I will release up to 4 students to accompany teachers to the 3rd and 4th workshop in
Melbourne.
If successful, the staff participating in this action research project will:
o conduct research in Term 2 and 3 of 2011.
o support student learning within a classroom program over terms 2 & 3, 2011.
o collect data before, during and after the action research project using prescribed
evaluation tools and classroom reflection.
o submit a final report (template to be provided) together with a grant expenditure
statement on completion which may be included on the Innovation and Next
Practice website on 14 October.
o comply with all DEECD guidelines regarding duty of care, ethics, privacy, and
copyright. See: http://www.education.vic.gov.au/cybersafety
The school will undertake this project in a safe environment with relevant protocols for
privacy and intellectual property as per Departmental guidelines.
Permission forms must be signed by all students featured in the digital material.
This grant will be used to cover teacher release and travel costs to attend the days
mentioned above and that the balance can be spent on project implementation costs.
This grant is not to be used for interstate or overseas travel.
all intellectual property rights created, discovered or coming into existence as a result
of this research shall be the property of and vested in the State of Victoria.
Comments to support this application:
Authorising signature
Name and title
Date
Applications must be authorised by the principal of the school
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Table 1. Innovating with Technology: research project timeline
Term One
 Develop and submit
applications by 28
March 2011
 Successful applicants
notified by 5 April 2011
Term Two
Term Three
 Elluminate Session
Induction - 3 May 2011
 Elluminate Session - 3
August
 Melbourne Workshop 1 -
 Melbourne Workshop 4 -19
August – present
game/game content
6 May – develop action plan
 Commence evidence
collection for reflection
 Melbourne Workshop 2 - 18
May – design game
 Melbourne Workshop 3 – 7
June (with Students) –
develop prototype
Term Four
 Prepare and submit Final
Report, student and
teacher reflection to
Innovation and Next
Practice Division by 24
October 2011
 Participate in 2010
Innovating with
Technology Grants
Conclusion Forum – 1
Day Melbourne 18
November
 Elluminate Session - 21 June
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