Crypto Island
Fig 1 |
If you have read the previous pot then you will no doubt
have realised that is referred to the considerable success of the Only Rocket
Science project that ran in 2014-15, so did I run any project 2015-16, of
course, I just hadn’t got around to blogging. The project for the last academic
year was Crypto Island see fig 1; the clue is in the name, and the project was
designed as a case study for me to investigate the use of serious games. As a
pedagogical tool, the use of games, often popularised as gamification using
points scores, badges and leader boards can bring a competitive enthusiasm and
engagement to learning. While these interventions may prove effective early on,
eventually participants can often come to feel punished or controlled by a
system that relies completely on extrinsic rewards. Moving away from the view
that a game is a tool used to support learning, and that instead the game is a
medium through which one learns, presents the opportunity to consider the more
intrinsically rewarding benefits of serious games, in essence that the game
should not only be fun but produce emotional, behavioural and cognitive
engagement, in a combination that is key to success (Iten., N. & Petko, D. (2014). Learning with serious
games: is fun playing the game a predictor of learning success? British Journal
of Educational Technology doi:10.1 1 1 1/bjet.12226).
The sim transported students back to the period 1942 when
Britain was at war, see fig 2.
Fig 2 |
fig 3 |
Students were tasked with learning about and
then cracking encrypted messages. The game element I introduced was for them to
decipher the code before damage from nightly air-raids see fig 3 reached a
predetermined value. In the event that the target value was exceeded, then the
encryption would become correspondingly more difficult.
fig 4 |
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