Video Games And Higher Order Thinking

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    Video Games And Higher Order Thinking - Presentation Transcript

    1. Video Games and Higher Order Thinking Doug Adams ALTEC
    2. Resources and Files
      • My Wiki page:
      • http://dadams- altec.wetpaint.com
      • Technology Expectations in Education
        • Games and Education
      • This PowerPoint:
      • http:// www.slideshare.net/dadams.altec
    3. What kinds of games?
      • I’m talking about:
        • Puzzle games
        • Simulation games
        • Problem-solving games
        • Story games
        • Collaborative games
        • Music games
      • NOT today:
        • Arcade games
        • Drill and practice games
    4. Why Games?
      • 21 st Century Skills
    5. The Millennial Generation
      • Millennials
      • Generation Y
      • N-Gen, Generation Next
      • Digital Natives
      • Oyayubizoku ( 親指族 ) “Thumb Tribe”
      “ Kids say e-mail is, like, sooooo dead.” – CNET News , July 18, 2007
    6. The Millennial Generation
      • “ Today’s students are no longer the people our educational system was designed to teach”
        • Mark Prensky
    7. Millennial Attitudes
      • “ I have to ‘ power down ’ when I go to school.”
      • “ When I am really busy, I hate going to school because I can’t do any work there.”
    8. Characteristics of Digital Natives
      • Active
      • Multi-tasking
      • Non-linear thinking
      • Ubiquity
      • Technical Fluency
      • Feedback
      • Individualization
      • Risk-taking
      • Collaborative
    9. Attitudes in the Millennial World
      • “ Our knowledge comes from the intelligence of the mob . There are websites that let us view user ratings on news , bookmarks , definitions , wines , burritos , beers , and videos . I want to have that same experience when searching for my first home. Show me what the community thinks. Give me the data the way I am used to receiving it…. ”
      • -- Beam Me Up Jimmy - A Look At Tomorrow's 1st Time Home Buyer
      • http:// realestatetomato.typepad.com
    10. Brain Research
      • The brain developed to solve problems related to surviving in an unstable outdoor environment that occur in near constant motion.
        • John Medina, Brain Rules
    11. Brain Research
      • If you wanted to create an educational environment that is directly opposed to the way the brain is good at doing, you would probably design something like the modern classroom .
        • John Medina, Brain Rules
    12. Patterns
      • The human brain loves patterns. We see patterns all around, in everyday life, in nature, in manmade objects.
      • We see patterns even when they don’t exist
    13.  
    14.  
    15.  
    16.  
    17. Emotion
      • Our brains work best when there are emotions involved
        • Excitement
        • Engagement
        • Enthusiasm
        • Exploration
        • Frustration
    18. Collaboration
      • Our brains want to work with others
    19. Games…
      • …provide structured patterns
      • …create emotional connections
      • …encourage collaboration
      • “ Better theories of learning are embedded in the video games many children play than in the schools they attend.”
        • James Paul Gee What Video Games Have to Teach Us About Learning and Literacy
    20. What kinds of theories?
      • Student-centered learning
      • Peer teaching
      • Scaffolding
      • Feedback
      • Problem-solving
      • Empathy, role-play
      • Collaboration
      • Practice
      • Development of expertise
    21. How Games Teach
      • Activity – a game depends on learner not being passive
      • Engagement – longer time on task, greater involvement, rewards
      • X2: Exploration and Experimentation – support creativity, scientific thinking, opportunity for (relatively consequence free) failure
    22. How Games Teach
      • Frequent achievement – smaller tasks with individual rewards, motivating
      • Expanding competence – scaffolding and breadcrumbs
      • No right answer
      • Working within a set of rules
      • Language – signs, symbols, slang all promote language skills. Game literacy = world literacy
    23. How Games Teach
      • Social nature
      • Identity and empathy – students identify with characters and situations
      • Simulation – students can explore situations that are otherwise impossible
      • Practice – drill and repetition
    24. How Games Teach
      • Application – learn and apply new knowledge
      • Context – relationship between objectives and game content
      • Feedback cycle – analysis > decision > feedback > analysis
    25. How Games Teach
      • Multimodal – text, images, sounds, symbols, actions
      • Reflection – emphasis on thinking, problem solving rather than “twitch”
      • Mastery – Experienced players teach new players, experts become mentors
      • Challenge – game players seek out difficult or challenging tasks
    26. Concerns about Games
      • They cause violence
      • They are just for boys
      • They are just for kids
      • They are just for solitary loners who spend all their time in the basement eating Cheetohs and drinking Mountain Dew
    27. Umm, what?
    28. Challenges for Teachers
      • Time
      • Alignment with Standards
      • Cost
        • Software
        • Hardware
      • Assessment
        • Rubrics, participation, presentations
    29. Game Examples
      • Food Force
      • Stop Disasters
      • Magic Pen
      • You Are the Historian
      • Team Treks
      • Third World Farmer
      • Minyanland
      • ElectroCity
      • Nanoquest
      • Real Lives
      • Traveler IQ
      • The Forbidden City
      • Virtual History: Settling America
      • Discover Babylon
      • Dimension Math
      • Lunar Quest
      • Web Rangers
      • Peacemaker
      • Budget Hero
    30. Doug Adams [email_address] http://altec.org
    SlideShare Zeitgeist 2009

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