Video Games For Social Studies 2008

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    Video Games For Social Studies 2008 - Presentation Transcript

    1. Having Fun is a Good Thing Online Simulations and Video Games in Social Studies KCSS Conference October 2008 Glenn Wiebe glennw@essdack.org
    2. 60 minutes!? Are you kidding me?
    3. Sticky idea?
    4. Video games are an absolute essential for your toolkit
    5. The top 10 jobs predicted for 2010 didn’t exist in 2004
    6. There are over 150 million people using Social Networks
    7. China has more gifted kids than we have kids
    8. A seven year-old signed a six figure endorsement deal to play professional video games thefischbowl.blogspot.com/2007/06/did-you-know-20.html
    9. So what?
    10. “Today’s students are no longer the people our educational system was designed to teach.” Marc Prensky
    11. “If you wanted to create an educational environment that was directly opposed to what the brain is good at doing . . .
    12. “. . . you would probably design something like a modern classroom.” John Medina Brain Rules
    13. Yeah . . . so?
    14. Tic Tac Toe
    15. Pong
    16. Galaga
    17. SimCity
    18. Second Life
    19. Games haven’t gotten simpler over time
    20. They’ve gotten more complex
    21. Why?
    22. Because the brain demands it
    23. Brains search for patterns
    24. Brains work best when emotional chemicals are increased
    25. Brains want to work with others
    26. Games provide structured patterns
    27. Games create emotional connections
    28. Games encourage collaborative learning
    29. “. . . exceptionally tasty patterns of reality.”
    30. Everything Bad is Good for You Steven Johnson How Computer Games Help Children Learn David Williamson Shaffer Don’t Bother Me, Mom -- I’m Learning! Marc Prensky
    31. So . . . whatcha thinkin’?
    32. www.stopdisastersgame.org
    33. www.teamtreks.com
    34. More goodies at: historytech.wordpress.com “Presentations” - “Having Fun is a Good Thing”
    35. What can you adapt? What do you like? What are some possible challenges?
    36. “All child drug addicts . . . are comic-book readers. This kind of thing is not good mental nourishment for children!” Fredric Wertham, Seduction of the Innocent, 1954
    37. Gaming myths?
    38. www.pbs.org/kcts/videogamerevolution/impact/myths.html
    39. Scientific evidence links violence and video games www.pbs.org/kcts/videogamerevolution/impact/myths.html
    40. Scientific evidence links violence and video games It’s mostly kids / mostly boys www.pbs.org/kcts/videogamerevolution/impact/myths.html
    41. Scientific evidence links violence and video games It’s mostly kids / mostly boys Gaming creates isolated loners www.pbs.org/kcts/videogamerevolution/impact/myths.html
    42. www.pbs.org/kcts/videogamerevolution/impact/myths.html
    43. “Mini” & complex games are the same www.pbs.org/kcts/videogamerevolution/impact/myths.html
    44. “Mini” & complex games are the same It’s really not that big of a deal www.pbs.org/kcts/videogamerevolution/impact/myths.html
    45. secondlife.reuters.com
    46. So what questions should a teacher ask?
    47. Some other great examples
    48. www.discoverbabylon.org
    49. www.knowledgematters.com
    50. What games do you use?
    51. One new thing you learned? One question that you need answered?
    52. \"People do not quit playing because they grow old; they grow old because they quit playing.\" Oliver Wendell Holmes
    53. Tech integration questions? Social studies issues? I would love to hear from you! Glenn Wiebe glennw@essdack.org socialstudiescentral.com historytech.wordpress.com View presentations at: slideshare.net/glennw98

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