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. 2 Research Question What is the impact of game development on teaching and learning practice? Successful applications will 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. 4 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. 6 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 7 PART D: PRINCIPAL DECLARATION As the principal of ( ) 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 8 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 9
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