Using Video Games to Level Up Collaboration for Students: A Fun, Practical Way to Support Social-emotional Skills Development

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Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults. Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program. Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.

Author(s): Matthew Harrison
Publisher: Routledge
Year: 2022

Language: English
Pages: 229
City: London

Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
List of figures
List of tables
Foreword
Acknowledgements
Chapter 1 Setting the scene for digital games–based intervention
Harnessing the educational power of gaming
Developing a keen interest in gaming from a young age
Learning to connect and teach through gaming
Who can the Level Up Collaboration intervention help?
Considering the language of neurodiversity
Two audiences, one book
Optimising learning: Using this book as a guide for implementing an effective digital games–based intervention
Optimising game design: Creating the ideal virtual environment for collaboration
Summary of key ideas in Chapter 1
References
Chapter 2 Research informing Level Up Collaboration
Introduction
Theories to understand the processes and barriers for learning
Theories of instruction to optimise learning
Prioritising which collaborative social skills we teach
Introducing the Response to Intervention model: Who needs which level of support?
Summary of keys ideas in Chapter 2
References
Chapter 3 Getting started with the Level Up Collaboration intervention
Introduction
The need for a consistent systematic approach to intervention
Introducing Stage A – Skill instruction
Introducing Stage B – Supported play
Introducing Stage C – Group reflection
Judging the length of each stage
Deciding which children should participate in this intervention
Supporting transitions between the stages
Staffing requirements and recommendations
Finding the right space
Using the Intervention roadmap planner
Summary of key ideas in Chapter 3
References
Resources
Chapter 4 Stage A – Using explicit skill instruction and video review
Introduction
An overview of the steps for implementing Stage A
Planning for intervention: Preparing for Stage A
Checking in
Recalling ‘who and what’ of previous session
Guided skill revision and consolidation
Video review: Self-identification of skill performance
Video modelling: Introducing a new skill (if participants are ready)
Setting individual and team goals
Introducing the game for the session
Transitioning to Stage B
Hotspots
References
Resources for Stage A
Chapter 5 Stage B – Promoting interactions during cooperative gameplay
Introduction
Preparing for Stage B
Required equipment
Recommended equipment
Setting up the space for collaborative play
Defining roles for players and non-players before play
Starting play
Time-out and Break cards
Help cards
The coaching role of interventionists
Regular time-outs for feedback and for rotating roles
Transitioning to Stage C
Hotspots
References
Resources for Stage B
Chapter 6 Stage C – Guided reflection
Introduction
Preparing for Stage C
Setting up the space for guided reflection
Visual supports and organisers for prompting reflection
Steps for implementing Stage C: Guided reflection
Concluding the session
Hotspots
Summary of key ideas in Chapter 6: Checklist  for implementing Stage C
References
Resources for Stage C
Chapter 7 Introducing 15 Target Skills
Introduction
Why should you focus on these 15 skills?
Overview of all 15 Target Skills
Combining skills: Encouraging participation in group activity
Combining skills: Considering others’ perspectives on fairness
Combining skills: Recognising when to give instructions and share information
Combining skills: Creating an environment for constructive communication
Combining skills: Drawing on individual and collective expertise
Combining skills: Providing appropriate encouragement and performance feedback
Summary of key ideas in Chapter 7
References
Resources
Chapter 8 Assessing collaboration during play
Introduction
Assessment as part of the intervention cycle
Generating data during Stage B
Using the Collaborative problem-solving empirical progressions to assess learning
Sharing assessment data with colleagues, families and caregivers
Summary of key ideas in Chapter 8
References
Resources
Chapter 9 Game design that creates the conditions for collaboration
Introduction
Using example games to illustrate these recommendations
Player identity within the team
Rules of play to manufacture interaction
The impact of level design upon the performance of social skills
Game design as an enabler or a barrier to inclusion of all players
Summary of recommendations: A checklist for evaluating games
References
Chapter 10 A guide to cooperative video games
Introduction
Overview of gaming systems
Game reviews
2D platform games
3D platform games
Cooperative puzzle games
Role-playing and adventure games
3D action games
Next steps for you as a digital games–based interventionist
References
Index