Games & Simulations as Learning Technology Tools - Presentation Transcript
Games and Simulations as Learning Technology Tools Presented by- Diana Focht LTMS 510 – Learning Technologies and Solutions
GOAL Introduce you to games and simulations, as learning technology tools, so that you can begin to explore ways in which you can incorporate them into your work environment.
Objectives
Offer a description of games and simulations.
Describe the history of games and simulations.
Identify the purpose of games and simulations,
as learning tools.
Present the leading tools for the creation of games and simulations.
Discuss considerations for the design, development
and implementation of games and simulations.
Games & Simulations Survey
What is a GAME? “A structured activity in which two or more participants compete within constraints of rules to achieve an objective.” (American Society for Training and Development)
What is a Simulation? “An operational model, using selected components, of a real or hypothetical process, mechanism or system.” (American Society for Training and Development)
“Simulations and games are teaching and learning methods in which participants are directly involved in making decisions and learning from the outcomes of these.” (Society for the Advancement of Games and Simulations in Education and Training)
So what is the difference between a Game and a Simulation? VS Source of Graphics- Microsoft ClipArt
Genres of Games -Action -Fantasy role playing -Fighting -Adventure -Driving or flying -Multiplayer -Sports -Massively multiplayer -3D Shooter role playing -Card or board -Combination -Strategy
Genres of Simulations
Branching stories
Interactive spreadsheets
The virtual lab
Minigames
Serious Games vs. Casual Games A serious game is an interactive computer application, with or without a significant hardware component, that-
Has a challenging goal;
Is fun to play and/or engaging;
Incorporates some concept of scoring;
Imparts to the user a skill, knowledge,
or attitude that can be applied in the real world. Source of Graphic- Amazon.com
Source of Graphic- http://library.binghamton.edu/special/ link1.html Source of Graphic- www.talkingproud.us Source of Graphic- Wikipedia The Link Trainer, or “Blue Box” Source of Graphic- www.link.com/img/history4.jpg Source of Graphic- http://www.link.com/aircrew-training.html
Source of Graphics- Wikipedia , Wikispaces, http://www.trimegistus.net/resources/resources/shannon.html
Source of Graphics- http://www.americasarmy.com/
Source of Graphic- http://www.gasmanweb.com/ Source of Graphic- unknown
Adventure Space War Source of Graphics- Wikipedia
PacMan Pong Source of Graphics- Wikipedia
Magnavox Odyssey system & games Plug It In & Play games Source of Graphics- http://www.pong-story.com/odyssey.htm Source of Graphic- unknown
Source of Graphic- www.handheldmuseum.com/MB/uVUS.htm Source of all other graphics- Wikipedia Source of Graphic- http://www.nintendo.com/ds
Source of Graphic- www.gamespot.com/mobile/puzzle/boggle/index.html Source of Graphic- http://www.shockwave.com/gamelanding/lemonade.jsp
Why use Games & Simulations as a Learning Tool? Games have many attributes that are associated with how people learn-
Social
Research
Problem solving
Transfer
Experiential
Leading Tools for the Development of Games
Leading Tools for the Development of Simulations
Design Considerations for Games & Simulations
Development Considerations for Games & Simulations Overseeing the asset list Adhering to production schedule & tracking project Managing the human resources Being flexible and responsive to needs Coding for platforms Utilizing a game engine Performing quality assurance
Implementation Considerations for Games & Simulations Equipment Development Resources Support Resources Facilities Integration with Curriculum
“Games are still in an early stage of evolution. Although they can be effective learning environments, not all games are effective nor are all games educational. Games are now being designed based on learning theory and research. Their effectiveness rests on the massively multiplayer immersive worlds they create, where learners ‘learn to be’ and a social network surrounds the learner. The time has come for games to be reintegrated with education (learning), ending a longstanding rift between work and play.” (Diana Oblinger)
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