Reading, Writing, & Playing
Kari K. Eliason
“If there is a crisis in today’s schools, it
probably has more to do with students’
perceptions that school is boring and ...
Digital Natives are
  young people born
during the mid-eighties
       and after :
Digital Natives don’t look
     at computers as
        technology
Like to work in teams
Want activities that
include experimentation
       & structure
Don’t think there is
enough technology
     in school
Why Game?
Video games develop
 spatial reasoning &
  interface literacy.
“Surgeons who played video games for
   three hours a week performed 27
  percent faster and made 37 percent
  fewer error...
“Learning isn’t
about memorizing
isolated facts.
  It’s about
connecting and
manipulating
them.”
“Kids often say it doesn’t feel like
     learning, when they are
 gaming, they’re too focused on
            playing. “
“If kids said that about a
science lesson , our
country’s education
problems would be over”
(Gee,2003).
Generation FIT
(Fitness, Integration, and Training is
a program with 200 West Virginia
schools participating. The purpose ...
FIT creator Judy Shasek states, “Schools that
have implemented Generation FIT report:
      an increase in student partici...
Clark and Ernst
(2009) explain that
scientists look at
gaming as a way to
engage students in
learning on their
own.
The Federation of American
Scientists which often is
involved in matters
concerning nuclear weaponry
and government secrec...
The River City
Project, funded by
the National Science
Foundation is a
simulation game
that places heavy
emphasis on math
...
When seventh
grade students
played they
became
innovative and
solved problems
at a high level
(O’Hanlon, 2007).
          ...
“Gaming has the ability to make
learning fun for most students and
increase their
motivation, especially those at risk
of ...
Video Games
Stimulate and Simulate
Engage
     Enrich
       Illuminate
Created by
Kari K. Eliason
Future Gamer
References

Clark, A.C.& Ernst,J.V. (2009, February). Gaming in technology education. The
Technology Teacher, (68)5,21-26....
quot;Attack Of The Old Joysticksquot;
by Neurowaxx


                                                     Photos from Flic...
Reading, Writing, & Playing
Reading, Writing, & Playing
Reading, Writing, & Playing
Reading, Writing, & Playing
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Reading, Writing, & Playing

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This presentation is part of a project for a class I am participating in at FSU's college of Inormation. It is designed to encourage administrators and educators to consider atdding gaming to the school curriculum.

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Reading, Writing, & Playing

  1. 1. Reading, Writing, & Playing Kari K. Eliason
  2. 2. “If there is a crisis in today’s schools, it probably has more to do with students’ perceptions that school is boring and largely irrelevant to preparation for life outside school” (Howe & Strauss,2006).
  3. 3. Digital Natives are young people born during the mid-eighties and after :
  4. 4. Digital Natives don’t look at computers as technology
  5. 5. Like to work in teams
  6. 6. Want activities that include experimentation & structure
  7. 7. Don’t think there is enough technology in school
  8. 8. Why Game?
  9. 9. Video games develop spatial reasoning & interface literacy.
  10. 10. “Surgeons who played video games for three hours a week performed 27 percent faster and made 37 percent fewer errors than those who didn’t play video games (Neiburger , 2007).
  11. 11. “Learning isn’t about memorizing isolated facts. It’s about connecting and manipulating them.”
  12. 12. “Kids often say it doesn’t feel like learning, when they are gaming, they’re too focused on playing. “
  13. 13. “If kids said that about a science lesson , our country’s education problems would be over” (Gee,2003).
  14. 14. Generation FIT (Fitness, Integration, and Training is a program with 200 West Virginia schools participating. The purpose is to include daily fitness in school routines where budget cuts have eliminated gym classes. The program incorporates the use of the game Dance Dance Revolution (O’Hanlon,2007).
  15. 15. FIT creator Judy Shasek states, “Schools that have implemented Generation FIT report: an increase in student participation a drop in absenteeism a positive change in general attitude an increase in motor skills and coordination“ (O’Hanlon,2007, para.23).
  16. 16. Clark and Ernst (2009) explain that scientists look at gaming as a way to engage students in learning on their own.
  17. 17. The Federation of American Scientists which often is involved in matters concerning nuclear weaponry and government secrecy indicate that they believe gaming could redefine education.
  18. 18. The River City Project, funded by the National Science Foundation is a simulation game that places heavy emphasis on math This is a screen shot from the River and science City Project webpage: http://muve.gse.harvard.edu/rivercity principles. project/
  19. 19. When seventh grade students played they became innovative and solved problems at a high level (O’Hanlon, 2007). http://muve.gse.harvard.edu/rivercityproject/
  20. 20. “Gaming has the ability to make learning fun for most students and increase their motivation, especially those at risk of dropping out of school”(Clark & Ernst, 2009, p.23).
  21. 21. Video Games Stimulate and Simulate
  22. 22. Engage Enrich Illuminate
  23. 23. Created by Kari K. Eliason Future Gamer
  24. 24. References Clark, A.C.& Ernst,J.V. (2009, February). Gaming in technology education. The Technology Teacher, (68)5,21-26. Retrieved March 14, 2009 from Gale database: http://find.galegroup.com Gee, J. (2003, May). High score education: games, not school, are teaching kids to think. Wired, 11(5). Retrieved April 5, 2009 from http://www.wired.co Howe, N., & Strauss,W. (2006). Millennials and the pop culture. Great Falls, VA: Life Course Associates. O’Hanlon, C. (2007). Eat breakfast, drink milk, play Xbox: the daily recipe for students’ health and fitness is taking on a new ingredient long thought to be poison: video games. Technological Horizons in Education, 34(4), 34-35. Neiburger, E. (2007, July). Games …in the library? Video games support the curriculum and develop a new form of literacy. Business & Company Resource Center, 53(7), 28-29. Retrieved April 1, 2009, from Gale. http:// galenet.galegroup.com
  25. 25. quot;Attack Of The Old Joysticksquot; by Neurowaxx Photos from Flickr Video Controller by Flickr user Student in Class by Flickr User foundphotoslj Plugged In by Flickr User SkipSteuart Surgeons by Flickr User Badly Drawn Dad A shelf full of video games by Flickr User CantonPublicLibrary Video Games Live Tour- Mario by Flickr User GogDog ddr - dance dance revolution by Flickr User Homer Library Clipart from Microsoft Sound quot;Attack Of The Old Joysticksquot; by Neurowaxx from http://ccmixter.org

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