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UTILIZING VIDEO GAMES AS
PROJECT BASED LEARNING TOOLS
PRESENTED BY JARVIS SHEFFIELD
What is the purpose of the dissertation?
The purpose of this study was to explore effects of virtual worlds as an educational
tool, to examine its effectiveness on students’ cognitive skills development in the areas
of retention and engagement in these environments by measuring if there is a
difference between those who utilize virtual worlds and those who do not. Lastly, do
students who participate in a virtual world environment perceive they are learning
more than those who do not?
www.SmallWorlds.com
SmallWorlds is a free virtual world online game, where you can
create a custom 3D avatar, own land, engage in Player versus
Player games, and even train your virtual pets.
THE BASICS
• Go through basic
virtual training
• Go on missions to
obtain supplies
• Locate appropriate
objects for scene
• Combine assets to
assemble scene
• Create media to add to scene
BASIC ACTIVITIES
• Training
• Games
• Societies
• Challenges
SMALL WORLDS IN THE CLASSROOM
• Math, Science, Social Studies, History
PBL = PROJECT BASED LEARNING
Project-based learning is a dynamic classroom
approach in which students actively explore
real-world problems and challenges and acquire
a deeper knowledge.
The PBL Method
• Focuses students on projects
that will deepen their
knowledge
• Builds Skills they will need for
the future such as Critical
Thinking, Collaboration, and
Communication
7 STEP METHOD
1.Clarify concepts
2.Define the problem
3.Analyze the problem
4.Classify the problem
5.Formulate learning
objectives
6.Self study
7.Reporting
SKILLS ADDRESSED
• Problem solving and
troubleshooting
• Collaboration and teamwork,
leadership
• Planning, spatial reasoning,
construction
• Digital communication and
etiquette, ethics
• Could improve cognitive
learning, memory, and
problem-solving ability
EDUCATIONAL RESOURCES
Edutopia
www.Edutopia.org
Buck Institute
www.BIE.com
CraftAcademy
www.CraftAcademy.org
Global Kids
www.GlobalKids.org
Academia
www.academia.edu
Atomic Learning
www.AtomicLearning.com
THANK YOU
This concludes my
presentation.
Thank you for your time and
consideration.
Jarvis Sheffield
www.JarvisSheffield.com
jarvissheffield@yahoo.com
615-568-0622

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Utilizing Video Games for Project Based Learning

  • 1. UTILIZING VIDEO GAMES AS PROJECT BASED LEARNING TOOLS PRESENTED BY JARVIS SHEFFIELD
  • 2. What is the purpose of the dissertation? The purpose of this study was to explore effects of virtual worlds as an educational tool, to examine its effectiveness on students’ cognitive skills development in the areas of retention and engagement in these environments by measuring if there is a difference between those who utilize virtual worlds and those who do not. Lastly, do students who participate in a virtual world environment perceive they are learning more than those who do not?
  • 3. www.SmallWorlds.com SmallWorlds is a free virtual world online game, where you can create a custom 3D avatar, own land, engage in Player versus Player games, and even train your virtual pets.
  • 4. THE BASICS • Go through basic virtual training • Go on missions to obtain supplies • Locate appropriate objects for scene • Combine assets to assemble scene • Create media to add to scene
  • 5. BASIC ACTIVITIES • Training • Games • Societies • Challenges
  • 6. SMALL WORLDS IN THE CLASSROOM • Math, Science, Social Studies, History
  • 7. PBL = PROJECT BASED LEARNING Project-based learning is a dynamic classroom approach in which students actively explore real-world problems and challenges and acquire a deeper knowledge.
  • 8. The PBL Method • Focuses students on projects that will deepen their knowledge • Builds Skills they will need for the future such as Critical Thinking, Collaboration, and Communication
  • 9. 7 STEP METHOD 1.Clarify concepts 2.Define the problem 3.Analyze the problem 4.Classify the problem 5.Formulate learning objectives 6.Self study 7.Reporting
  • 10. SKILLS ADDRESSED • Problem solving and troubleshooting • Collaboration and teamwork, leadership • Planning, spatial reasoning, construction • Digital communication and etiquette, ethics • Could improve cognitive learning, memory, and problem-solving ability
  • 11. EDUCATIONAL RESOURCES Edutopia www.Edutopia.org Buck Institute www.BIE.com CraftAcademy www.CraftAcademy.org Global Kids www.GlobalKids.org Academia www.academia.edu Atomic Learning www.AtomicLearning.com
  • 12. THANK YOU This concludes my presentation. Thank you for your time and consideration. Jarvis Sheffield www.JarvisSheffield.com jarvissheffield@yahoo.com 615-568-0622