teaching, learning, research, presentation of research, discovery, exploring complexity, communication, collaboration, fie...
Grand Theft Auto<br />
The Education Arcade (MIT-Microsoft), Edutopia.org (George Lucas)<br />
iPads, kids and smartphones, microgaming<br />
social networks, digital games, simulations<br />
commercialism and higher education<br />
COTS (commercial, off the shelf) games, console games<br />
“edutainment”<br />
educational games<br />
Jean-Jacques Rousseau, 18th century philosopher, statesman, educator: educate the mind AND the body<br />
from facts to problem-solving<br />
play<br />
work         /           play<br />
technology and teaching<br />
“digital immigrants”“digital natives”<br />
radio, tv, computers, internet<br />
chalkboard, whiteboard<br />
technology and culture<br />
think, learn, interact<br />
 create, collaborate, communicate<br />
games of chance<br />
side-scrolling<br />
first-person shooter<br />
power gamers (Halo), casual gamers (Angry Birds)<br />
simulation games<br />
doctors, military, astronauts<br />
explore hypothetical situations<br />
“no winning”<br />
puzzle or word games<br />
you have 35 oranges and 7 buckets, how many oranges can you fit in each bucket?<br />
history games<br />
Civilization (1991)<br />
World of Warcraft (WOW) (2004)<br />
MMORPG<br />
SimCity (1989)<br />
immersion<br />
game play as assessment, not learning<br />
collaborative testing<br />
“cheats,” plagiarism<br />
teachers become learners, learners become teachers<br />
education, play, what kind of society do we want to live in?<br />
Cnet spring 2011 chat live   ppt on videogames in the classroom
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Cnet spring 2011 chat live ppt on videogames in the classroom

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Transcript of "Cnet spring 2011 chat live ppt on videogames in the classroom"

  1. 1.
  2. 2. teaching, learning, research, presentation of research, discovery, exploring complexity, communication, collaboration, field work, different styles of learning, shared intelligence <br />
  3. 3. Grand Theft Auto<br />
  4. 4. The Education Arcade (MIT-Microsoft), Edutopia.org (George Lucas)<br />
  5. 5. iPads, kids and smartphones, microgaming<br />
  6. 6. social networks, digital games, simulations<br />
  7. 7. commercialism and higher education<br />
  8. 8. COTS (commercial, off the shelf) games, console games<br />
  9. 9. “edutainment”<br />
  10. 10. educational games<br />
  11. 11. Jean-Jacques Rousseau, 18th century philosopher, statesman, educator: educate the mind AND the body<br />
  12. 12. from facts to problem-solving<br />
  13. 13. play<br />
  14. 14. work / play<br />
  15. 15. technology and teaching<br />
  16. 16. “digital immigrants”“digital natives”<br />
  17. 17. radio, tv, computers, internet<br />
  18. 18. chalkboard, whiteboard<br />
  19. 19. technology and culture<br />
  20. 20. think, learn, interact<br />
  21. 21. create, collaborate, communicate<br />
  22. 22. games of chance<br />
  23. 23. side-scrolling<br />
  24. 24. first-person shooter<br />
  25. 25. power gamers (Halo), casual gamers (Angry Birds)<br />
  26. 26. simulation games<br />
  27. 27. doctors, military, astronauts<br />
  28. 28. explore hypothetical situations<br />
  29. 29. “no winning”<br />
  30. 30. puzzle or word games<br />
  31. 31. you have 35 oranges and 7 buckets, how many oranges can you fit in each bucket?<br />
  32. 32. history games<br />
  33. 33. Civilization (1991)<br />
  34. 34.
  35. 35. World of Warcraft (WOW) (2004)<br />
  36. 36. MMORPG<br />
  37. 37. SimCity (1989)<br />
  38. 38. immersion<br />
  39. 39. game play as assessment, not learning<br />
  40. 40. collaborative testing<br />
  41. 41. “cheats,” plagiarism<br />
  42. 42. teachers become learners, learners become teachers<br />
  43. 43. education, play, what kind of society do we want to live in?<br />
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