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Presented by Amy, Nitthiya, Puvan and Sumathi
A A E441  Final  Presentation
1. First log in.
2. Under links,Click on Ray and Tombscape 2.
3. Read the instructions on what you are required to do for
each game.
4. As you play reflect on 2 questions:
 What are the advantages or disadvantages of the games in
terms of developing literacy?
 How would you use the game/games as a teaching tool in
your class?
“Playing video games helps develop
sophisticated operational, cultural
and critical literacy skills.”
( Sun , 1996)
Disagree?or
A A E441  Final  Presentation
Gee, J. P. (2007). What video games have to teach us about learning and literacy.
Video gaming
is multimodal ;
another vehicle
or tool
 Meanings are
created
A A E441  Final  Presentation
 Develop and
 educational tools
 Create a and control as players become
active and reflective participants
 Allow among affiliated people which develops
language and social skills
 Encourage players to relationships, strategies
and skills; how each action would impact on future actions
and other players’ actions
 Learners could bring along
e.g. social class, gender, interests, motivations
 Develop and
 educational tools
 Create a and control as players become
active and reflective participants
 Allow among affiliated people which develops
language and social skills
 Encourage players to relationships, strategies
and skills; how each action would impact on future actions
and other players’ actions
 Learners could bring along
e.g. social class, gender, interests, motivations
cognitive,
spatial
coordination skills
real sense of
ownership
interaction
think about
multiple real-world identities
Powerful
 video games offer strong identities
 allow players to think in different roles
 project their values and desires onto the virtual character by
making use of the resources provided by the designer
 :
 words are linked to the experiences, actions, images or
dialogues whereas schools are unable to situate meanings in
real contexts all the time
 Generate processes
 Enhances
 video games offer strong identities
 allow players to think in different roles
 project their values and desires onto the virtual character by
making use of the resources provided by the designer
 :
 words are linked to the experiences, actions, images or
dialogues whereas schools are unable to situate meanings in
real contexts all the time
 Generate processes
 Enhances
Effective
decision-making
problem -solving ability
Situated meanings
 Science teachers struggled to get students to learn
literacy and numeracy
 Students commented, ‘We did literacy and numeracy at
school and we've never had to use it since.’
 Modified a popular computer game, Neverwinter Nights,
published by Atari and produced by Bioware.
 $25 million was spent on the game
 94% of the students achieved key skills
 Science teachers struggled to get students to learn
literacy and numeracy
 Students commented, ‘We did literacy and numeracy at
school and we've never had to use it since.’
 Modified a popular computer game, Neverwinter Nights,
published by Atari and produced by Bioware.
 $25 million was spent on the game
 94% of the students achieved key skills
http://news.bbc.co.uk/2/hi/uk_news/education/6254989.stm
 Students were invited to pick a character and go on
a quest in which they have to make decisions about
what to take and how to progress using mathematics
and their literacy skills.
 For example, before they set off in their ship they
have to fill it with the things they are going to need.
This requires them to calculate the area of the ship
and how much they can manage to bring.
 Those who faced difficulty to progress in the game
would come knocking on the staff room door and
wouldn't let the teachers go until they were taught
how to overcome them
 Students were invited to pick a character and go on
a quest in which they have to make decisions about
what to take and how to progress using mathematics
and their literacy skills.
 For example, before they set off in their ship they
have to fill it with the things they are going to need.
This requires them to calculate the area of the ship
and how much they can manage to bring.
 Those who faced difficulty to progress in the game
would come knocking on the staff room door and
wouldn't let the teachers go until they were taught
how to overcome them
A A E441  Final  Presentation
A A E441  Final  Presentation
A A E441  Final  Presentation
http://news.bbc.co.uk/2/hi/technology/5398230.stm
http://www.reuters.com/article/idUSTRE50819H20090110
http://www.mindef.gov.sg/content/imindef/publications/pointer/journals/2006/v32n4/Evolution_of_Modelling_and_Simulation_in_the_Si
ngapore_Armed_Forces.print.html?Status=1
A quote taken from Youtube:
‘…some 9 year old are still afraid of their own
shadow, not to talk about a gun. I am 16 and I love
violent video games, love them nice and gory.. When
I was 15 I was let to shoot a real gun at a firing
range for the first time, and there they said I'm a
natural. I did not let them help me with anything, I
knew how to handle a gun.. which I learned from
games…’
A quote taken from Youtube:
‘…some 9 year old are still afraid of their own
shadow, not to talk about a gun. I am 16 and I love
violent video games, love them nice and gory.. When
I was 15 I was let to shoot a real gun at a firing
range for the first time, and there they said I'm a
natural. I did not let them help me with anything, I
knew how to handle a gun.. which I learned from
games…’
 Only entertainment.
 Clash of CONFLICTSwith schools’ ideal of learning.
 Important knowledge/ information should be related to
intellectual/ academic disciplines.
 discourseof mediahas an influence over ignorant,
passive viewers/ players especially the young
audience
 Lead to violenceand obesity
 Simply bad influence.
 Only entertainment.
 Clash of CONFLICTSwith schools’ ideal of learning.
 Important knowledge/ information should be related to
intellectual/ academic disciplines.
 discourseof mediahas an influence over ignorant,
passive viewers/ players especially the young
audience
 Lead to violenceand obesity
 Simply bad influence.
 Exposureto violent media will reinforce and increase
aggressive behaviour
 Some gamers find it difficult to distinguish between
real and fantasy
 Exposureto violent media will reinforce and increase
aggressive behaviour
 Some gamers find it difficult to distinguish between
real and fantasy
Objective
 Be clear of the learning outcomes
Assess the content:
 Select games with no undesirable themes, language and
animation
 Evaluate the demands of the game e.g. instructions, skills and
prior experience required
 Aligns with the syllabus
Required level and nature of involvement:
 Active or passive gaming
Objective
 Be clear of the learning outcomes
Assess the content:
 Select games with no undesirable themes, language and
animation
 Evaluate the demands of the game e.g. instructions, skills and
prior experience required
 Aligns with the syllabus
Required level and nature of involvement:
 Active or passive gaming
Information :
 Amount of information given vs. prior knowledge of the game
required
Progressive learning:
 Range and options in difficulty levels for all learners
Information :
 Amount of information given vs. prior knowledge of the game
required
Progressive learning:
 Range and options in difficulty levels for all learners
http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh203mg.pdf
Create opportunity for play
 Curriculum time may not be sufficient for the use of
computer games. Provide alternative places and time for
students to play the game (e.g., at home or in an internet
café).
 Create a community of practice for students. They can learn
how to move on to higher levels in the game, from one
another.
 Look out for opportunities to facilitate learning, like subtly
providing hints on some skills pertaining to a subject.
Create opportunity for play
 Curriculum time may not be sufficient for the use of
computer games. Provide alternative places and time for
students to play the game (e.g., at home or in an internet
café).
 Create a community of practice for students. They can learn
how to move on to higher levels in the game, from one
another.
 Look out for opportunities to facilitate learning, like subtly
providing hints on some skills pertaining to a subject.
http://news.bbc.co.uk/2/hi/technology/5398230.stm
 Watch Video Clip
“ Video and computer-based games represent
one technique that may be available to
educators, however care should be taken that
enthusiastic use of this tool does not displace
other more effective techniques.”

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A A E441 Final Presentation

  • 1. Presented by Amy, Nitthiya, Puvan and Sumathi
  • 3. 1. First log in. 2. Under links,Click on Ray and Tombscape 2. 3. Read the instructions on what you are required to do for each game. 4. As you play reflect on 2 questions:  What are the advantages or disadvantages of the games in terms of developing literacy?  How would you use the game/games as a teaching tool in your class?
  • 4. “Playing video games helps develop sophisticated operational, cultural and critical literacy skills.” ( Sun , 1996) Disagree?or
  • 6. Gee, J. P. (2007). What video games have to teach us about learning and literacy. Video gaming is multimodal ; another vehicle or tool  Meanings are created
  • 8.  Develop and  educational tools  Create a and control as players become active and reflective participants  Allow among affiliated people which develops language and social skills  Encourage players to relationships, strategies and skills; how each action would impact on future actions and other players’ actions  Learners could bring along e.g. social class, gender, interests, motivations  Develop and  educational tools  Create a and control as players become active and reflective participants  Allow among affiliated people which develops language and social skills  Encourage players to relationships, strategies and skills; how each action would impact on future actions and other players’ actions  Learners could bring along e.g. social class, gender, interests, motivations cognitive, spatial coordination skills real sense of ownership interaction think about multiple real-world identities Powerful
  • 9.  video games offer strong identities  allow players to think in different roles  project their values and desires onto the virtual character by making use of the resources provided by the designer  :  words are linked to the experiences, actions, images or dialogues whereas schools are unable to situate meanings in real contexts all the time  Generate processes  Enhances  video games offer strong identities  allow players to think in different roles  project their values and desires onto the virtual character by making use of the resources provided by the designer  :  words are linked to the experiences, actions, images or dialogues whereas schools are unable to situate meanings in real contexts all the time  Generate processes  Enhances Effective decision-making problem -solving ability Situated meanings
  • 10.  Science teachers struggled to get students to learn literacy and numeracy  Students commented, ‘We did literacy and numeracy at school and we've never had to use it since.’  Modified a popular computer game, Neverwinter Nights, published by Atari and produced by Bioware.  $25 million was spent on the game  94% of the students achieved key skills  Science teachers struggled to get students to learn literacy and numeracy  Students commented, ‘We did literacy and numeracy at school and we've never had to use it since.’  Modified a popular computer game, Neverwinter Nights, published by Atari and produced by Bioware.  $25 million was spent on the game  94% of the students achieved key skills http://news.bbc.co.uk/2/hi/uk_news/education/6254989.stm
  • 11.  Students were invited to pick a character and go on a quest in which they have to make decisions about what to take and how to progress using mathematics and their literacy skills.  For example, before they set off in their ship they have to fill it with the things they are going to need. This requires them to calculate the area of the ship and how much they can manage to bring.  Those who faced difficulty to progress in the game would come knocking on the staff room door and wouldn't let the teachers go until they were taught how to overcome them  Students were invited to pick a character and go on a quest in which they have to make decisions about what to take and how to progress using mathematics and their literacy skills.  For example, before they set off in their ship they have to fill it with the things they are going to need. This requires them to calculate the area of the ship and how much they can manage to bring.  Those who faced difficulty to progress in the game would come knocking on the staff room door and wouldn't let the teachers go until they were taught how to overcome them
  • 18. A quote taken from Youtube: ‘…some 9 year old are still afraid of their own shadow, not to talk about a gun. I am 16 and I love violent video games, love them nice and gory.. When I was 15 I was let to shoot a real gun at a firing range for the first time, and there they said I'm a natural. I did not let them help me with anything, I knew how to handle a gun.. which I learned from games…’ A quote taken from Youtube: ‘…some 9 year old are still afraid of their own shadow, not to talk about a gun. I am 16 and I love violent video games, love them nice and gory.. When I was 15 I was let to shoot a real gun at a firing range for the first time, and there they said I'm a natural. I did not let them help me with anything, I knew how to handle a gun.. which I learned from games…’
  • 19.  Only entertainment.  Clash of CONFLICTSwith schools’ ideal of learning.  Important knowledge/ information should be related to intellectual/ academic disciplines.  discourseof mediahas an influence over ignorant, passive viewers/ players especially the young audience  Lead to violenceand obesity  Simply bad influence.  Only entertainment.  Clash of CONFLICTSwith schools’ ideal of learning.  Important knowledge/ information should be related to intellectual/ academic disciplines.  discourseof mediahas an influence over ignorant, passive viewers/ players especially the young audience  Lead to violenceand obesity  Simply bad influence.
  • 20.  Exposureto violent media will reinforce and increase aggressive behaviour  Some gamers find it difficult to distinguish between real and fantasy  Exposureto violent media will reinforce and increase aggressive behaviour  Some gamers find it difficult to distinguish between real and fantasy
  • 21. Objective  Be clear of the learning outcomes Assess the content:  Select games with no undesirable themes, language and animation  Evaluate the demands of the game e.g. instructions, skills and prior experience required  Aligns with the syllabus Required level and nature of involvement:  Active or passive gaming Objective  Be clear of the learning outcomes Assess the content:  Select games with no undesirable themes, language and animation  Evaluate the demands of the game e.g. instructions, skills and prior experience required  Aligns with the syllabus Required level and nature of involvement:  Active or passive gaming
  • 22. Information :  Amount of information given vs. prior knowledge of the game required Progressive learning:  Range and options in difficulty levels for all learners Information :  Amount of information given vs. prior knowledge of the game required Progressive learning:  Range and options in difficulty levels for all learners http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh203mg.pdf
  • 23. Create opportunity for play  Curriculum time may not be sufficient for the use of computer games. Provide alternative places and time for students to play the game (e.g., at home or in an internet café).  Create a community of practice for students. They can learn how to move on to higher levels in the game, from one another.  Look out for opportunities to facilitate learning, like subtly providing hints on some skills pertaining to a subject. Create opportunity for play  Curriculum time may not be sufficient for the use of computer games. Provide alternative places and time for students to play the game (e.g., at home or in an internet café).  Create a community of practice for students. They can learn how to move on to higher levels in the game, from one another.  Look out for opportunities to facilitate learning, like subtly providing hints on some skills pertaining to a subject. http://news.bbc.co.uk/2/hi/technology/5398230.stm
  • 25. “ Video and computer-based games represent one technique that may be available to educators, however care should be taken that enthusiastic use of this tool does not displace other more effective techniques.”

Editor's Notes

  1. After instructions have been read, presentor gives the cue Go! Other co presentators stand by at the respective groups to assist.
  2. Picture depicts that video games promote literacy.
  3. Like reading and writing, video games fall into a semiotic domain that involves a set of ways/ activities of doing things, thinking about things, valuing things and interacting with other people (social practices) It is multimodal- images, words, sounds, music, movement and body sensations interact with one another to create meanings
  4. Effective video games offer strong identities - allow players to think in different roles - project their values and desires onto the virtual character by making use of the resources provided by the designer Players become producers and co-design the games with unique actions and decisions
  5. By Jon Hurdle PHILADELPHIA | Fri Jan 9, 2009 8:56pm EST PHILADELPHIA (Reuters) - The U.S. Army, struggling to ensure it has enough manpower as it fights wars in Iraq and Afghanistan, is wooing young Americans with videogames, Google maps and simulated attacks on enemy positions from an Apache helicopter.
  6. The Singapore Armed Forces (SAF) has been capitalising on Modelling and Simulation (M&S) technologies for its simulation and training systems since the early 1980s. The primary focus in the initial years was on the training of soldiers, operators, gunners, pilots and commanders as individuals, or as members of combat teams. Last updated on 24 Apr 2010
  7. Required level and nature of involvement. should assess whether the videogame player is passive or active. In some games, the computer plays the game while the participant watches the results. In computer-moderated games, the computer provides the environment for the game to occur and presents decisions or questions to the player at key points during the game. The computer then reveals the consequences of the decisions made by the player
  8. Information and rules. Some games allow the player to have a range of knowledge and information about past experiences with the game. Others provide minimal amounts of information to the player. Part of the strategy may involve the player’s response to this lack of information. Rules and player participation in setting rules may vary among games
  9. To be verbally said: For example, the ability to choose different solutions to a difficult problem and be able to see the effect of those decisions they have on a fictional game allows students to experiment with problem-solving in a relative safe virtual environment