Games in Educational Environments

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Notes on slide 1

    Welcome to my talk about the use of game in educational environments with focus on training adult employees

    1 Favorite

    Games in Educational Environments - Presentation Transcript

    1. Games in Educational Environments Workshop: Challenges for intercultural virtual campus systems 27.08.2008 Niels Drobek
    2. Agenda
      • Introduction about Gaming
      • Andragogy & Educational Gaming
      • <e-Adventure> Editor
      • Educational Games & Non-linear Digital Stories
      • “ The Bamiyan Valley <e-Adventure>” (Video)
      • Conclusion
    3. New Media Socialization
      • Marc Prensky argued that digital games contain precisely the elements required to improve the learning experiences in order to match the requirements of the Information Society.
        • Dealing with large amount of data quickly
        • Using new communication paths to get information
      • David Gibson: Games have effects on:
        • Problem solving skills
        • visual and motor skills,
        • and cognitive development
        • Inductive discovery skills like:
          • Observation
          • Try and error and
          • Hypothesis testing
      Introduction Andragogy e-Adventure Trailer Conclusion
    4. Advantages of Digital Games
      • Like virtual reality/ simulations, digital games enables training of situations that are either danger or costly
        • Archeological excavations in a foreign country
        • Medical surgery in a hospital
        • Controlling a nuclear power plant.
      • Sequences can be repeated as often as necessary
      • Learners can observe the consequences of their actions and evaluate the results
      Scene from hospital game Introduction Andragogy e-Adventure Trailer Conclusion
    5. Andragogy and Vocational Training Malcom Knowles Introduction Andragogy e-Adventure Trailer Conclusion
      • Theory of Andragogy (”adult-leading”) by Malcom Knowles [1973]:
        • Motivation: Adults need to know why they need to learn something
        • Experience: Adults need to learn experientially
        • Orientation: Adults approach learning as problem-solving
        • Readiness: Adults learn best when the topic is of immediate value
    6. Andragogy & Educational Gaming Introduction Andragogy e-Adventure Trailer Conclusion Andragogy Educational Gaming Motivation to learn Preparation for real life tasks Experience (including mistakes) Non-linear navigation through a virtual world, providing guidance and help when mistakes are made Orientation to learning Consist of Interleaved sub-problems (problem-centered) Readiness to learn Understanding of real life problems by reproduction
    7. <e-Adventure> Editor
      • Authoring environment for point and click adventure games
      • Specification of scenes, items and character references
      • Determination of exits and conditions
      • Definition of dialogs
      • Description of the game via <e-Adventure> XML language
      Complutense University of Madrid, Spain Introduction Andragogy e-Adventure Trailer Conclusion
    8. Creating Educational Games from Non-linear Digital Stories
      • Stories contain valuable knowledge to be trained by local employees
      • Conversion of non-linear story paths into a gaming skeleton 
      • Artifact set as scene background
      • Successor(s) in the story path define scene exits
      Introduction Andragogy e-Adventure Trailer Conclusion MIST <e-Adventure> <mediaNode type=&quot;*&quot; id=&quot;{id}&quot;> {URI/ filename } </mediaNode> <scene start=&quot;no&quot; id=&quot;scene{id}&quot;> <resources> <asset type=&quot;background&quot;> uri=&quot;assets/background/{ filename }&quot; </asset> <name>scene{id}</name> <exits> ... </exits> </resources> </scene> <successorRel> <relation> id=&quot;1&quot; source=&quot;2&quot; target=&quot;1&quot; </relation> <relation> id=&quot;2&quot; source=&quot;3&quot; target=&quot;1&quot; </relation> </successorRel> <exits> <exit x=&quot;0&quot; y=&quot;0&quot; height=&quot;10&quot; width=&quot;100&quot;> <next-scene idTarget=&quot;scene2&quot; /> </exit> <exit x=&quot;100&quot; y=&quot;0&quot; height=“70&quot; width=&quot;10&quot;> <next-scene idTarget=&quot; scene3 &quot; /> </exit> </exits>
    9. The Bamiyan Valley <e-Adventure> Introduction Andragogy e-Adventure Trailer Conclusion
    10. Conclusions
      • Digital Games can be used in career training for adults to support learning process in an adequate way
      • Authoring tools like <e-Adventure> editor can reduce costs during game creation
      • Story Telling can be used to create games faster and to revert to already existing media and information
      Introduction Andragogy e-Adventure Trailer Conclusion

    + Neo_lingNeo_ling, 8 months ago

    custom

    283 views, 1 favs, 1 embeds more stats

    Workshop: Challenges for intercultural virtual camp more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 283
      • 282 on SlideShare
      • 1 from embeds
    • Comments 0
    • Favorites 1
    • Downloads 9
    Most viewed embeds
    • 1 views on http://lichtbringer.biz

    more

    All embeds
    • 1 views on http://lichtbringer.biz

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories