Shaffer book presentation chapter 2

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Chapter 2 presentations designed for Ga Southern Master's course.

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Shaffer book presentation chapter 2

  1. 1. How Computer Games Help Children Learn Chapter 2: Knowledge:Digital Zoo B. Bentley, B. Patel and S. Williams
  2. 2. Sodaconstructor Game designed by Gina Svarovsky ● Two studies were done using different groups of kids to play the game Digital Zoo. This game simulated engineering & physics.
  3. 3. Trial & Error The study followed the experiences through interviews, video, journaling. Trial and Error took place in order to learn the proper mechanics of building different objects and them being strong enough during simulation.
  4. 4. What Can A Player Do? Students were able to answer questions using vocabulary and concepts that they wouldn’t learn for several years. They could answer physics problems, describe advanced engineering concepts and they could apply their knowledge to other aspects of their life. The game also increased their interest in technology.
  5. 5. Digital Thinking The concept of digital thinking is that students will acquire knowledge and be able to use the knowledge in real world application. It tries to move students away from just memorizing vocabulary and formulas, but not knowing how to apply them in appropriate situations.
  6. 6. Digital Thinking Digital thinking pushes student to be thinkers and helps to improve their abilities to be well rounded individual. The assumption is that they will be able to take knowledge from one concept and apply it in another area. They will also be successful as adults because they will have a wealth of knowledge obtained through digital learning that will help them to be part of teams known as cross-functional teams.
  7. 7. Knowing and Thinking Knowing is having the knowledge of words, phrase, pictures, and symbols. Thinking is the ability to use those things in a useful and purposeful manner. What it means to know changes over time, as what it means to think changes.
  8. 8. Computers and Digital Thinking Computers have the unique ability to complete any task in which an a set of specific rules can be written. Digital literacy requires not just reading and writing, but the ability to problem solve using simulations(p.65).
  9. 9. Digital Education In today’s society, the world is driven by technology. Even simple math algorithms that were taught in the past are no longer essential for students to learn because of computers. Cognitive scientist Gavriel Salmon believes that “we should earn to do things by hand because only then do we really understand them” (pg. 66). The author proposes that computers complete tasks that are standardized, therefore in an age of globable competion it is imperative that students are taught innovative thinking skills. They need to learn how “to use computers to do things that neither person nor machine can do alone” (pg. 66).
  10. 10. Simulations All computer programs are simulations, they allow the players or users to manipulate them through code and memory. Simulations allows students to learn through mistakes. Students that use these programs can make a mistake, fix it, and if necessary try again and repeat the process until it is done right.
  11. 11. Simulations Continued... SodaConstructor allows the users to learn through this process because it is a simulation. It took students several attempts to figure out how to make their structures not collapse, and through this process they learned the basics of physics and engineering. Main Point: A computer game can force students to think in ways that matter in the real world which is difficult to do through lecture and a textbook.
  12. 12. Question for Discussion Find a game that could be adapted into your curriculum. How would you use this game with your students? What would they be able to learn through this program?

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