Video Games for the Social Studies

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  • + guest3e69e7 guest3e69e7 3 years ago
    Cool slideshow

  • + unknownwarrior33 unknownwarrior33 3 years ago
    While I obviously can’t say to what degree, if any, gaming helped me, I know first hand that it is possible to be an intelligent gamer. I’m an 18-year-old video game fanatic, and I got a 35 on the ACT (for those unfamiliar, the highest possible score is 36), I’m in two AP classes, and I’m getting ready to attend Grinnell College. I’m a bigger gamer than anyone else I know, and if I can say all that, gaming must not be such a bad thing. I applaud you for this excellent presentation.
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Video Games for the Social Studies - Presentation Transcript

  1. Video Games, iKids, and Education in the 21st Century Glenn Wiebe ESSDACK [email_address] ©2007
    • Fifty minutes!? Are you kidding me?
  2. Sticky ideas?
    • Kids are different than they used to be
    • Research says games are good for kids
  3. Pong 1976
  4. Galaga 1986
  5. Sim City 1996
  6. Second Life 2006
    • Games have gotten more complex over time
      • Why?
  7. Because the brain demands it
  8. iKids and games Gaming myths Why games work Pitfalls Solutions Playing video games
    • Jake & other iKids
      • Internet is his world
    • Erin & other iKids
      • Brain works differently
    • Jarod & other iKids
      • Ask them to count!
    • Chance & other iKids
      • They’re multi-taskers
    • Down?
      • Teen pregnancy, violence, alcohol / drug / tobacco use
    • Up?
      • Community service / voting / virginity
    • They live like this!
    • We are not the same as the iKids
    • But . . . we should use their tools!
  9. Why do games work?
    • AP US History & Saving Private Ryan
    • “ Everything Bad is Good for You”
      • Steven Johnson
    • “ Got Game?”
      • John C. Beck, Mitchell Wade
    • “ Don’t Bother Me, Mom - I’m Learning!”
      • Marc Prensky
    • Brains search for patterns
      • Discrete data doesn’t make sense
      • Chunks data into “icons”
    • Education people know this
      • Lynn Erickson’s Concepts
      • Jay McTighe’s Big Ideas
    • Emotion & thinking
      • Emotional chemicals increase cognitive activity
    • Brains are social
      • Want to work with others
    • Games provide structured patterns
    • Games create emotional connections
    • Games encourage collaborative learning
    Simple?
  10. Even simpler
    • “ You don’t learn because you’re engaged. You’re engaged because you’re learning” Nick deKanter
    • Muzzy Lane Software
  11. So . . .
    • Games can be used to:
      • increase literacy skills
      • teach problem solving skills
      • simulate authentic situations
      • encourage collaboration
      • engage students in content
      • lead to sophisticated research
  12. They learn . . . ?
    • Players controls the action
    • Players become experts
    • Creativity and problem solving is required
    • Immediate feedback
    • There’s always an answer
    • “ Modding” is encouraged
    • Trial and error works best
    • It’s almost always better in groups
  13. Pitfalls?
    • Takes time
      • What are you willing to give up?
    • Content integration
      • “ Forcing” standards alignment is wrong
    • Takes money
      • Hardware / software / computer upgrades
    • Technology issues
      • Not enough stations or “power”
      • Appropriate games
      • Apple vs. PC
  14. Suggestions
    • Start with a clear curricular goal in mind
      • Instruction or assessment?
      • Content or process?
    • Collect information and resources
      • Game sites
      • FAQs
        • <www.gamefaqs.com>
        • <www.gameboomers.com>
      • Cheat codes / walkthroughs / hints and tip books
    • Is there something else that’s better?
      • Bloom’s?
      • Ease of saving
      • Age appropriate navigation
      • Student learning styles
      • Group or single player
      • Time of play
    • Be aware of content
      • What’s missing or inaccurate?
    • Brainstorm possible activities
      • Budgets / business plans / annual reports
      • Diaries / letters / fictional biographies
      • Timelines / flowcharts
    • Don’t buy the games
      • Rent or www.gamefly.com
      • Download free demos
    • Communicate with parents
      • Permission?
      • Be excited
    • “ Brag” to BOE / principals
      • Have research handy
    • Be willing to give up control
      • Ask kids for advice / help
    • Some great examples
  15.  
    • www.making-history.com
  16.  
    • www.discoverbabylon.org
  17.  
    • www.knowledgematters.com
  18.  
    • www.educationalsimulations.com
  19.  
    • www.peacemakergame.org
  20. Where to find games
    • gamespot.com
    • gamespy.com
    • gamepro.com
    • macgamestore.com
    • socialImpactgames.com
  21. Quick start?
    • Read about games
    • Play a favorite game
    • Start with online “mini” games
    • Ask your kids about their games
    • Questions?
    • Lots of resources at:
    • <www.socialstudiescentral.com>
    • More game stuff at:
    • <del.icio.us/glennw98/games>
    • Download presentation at:
    • <slideshare.net/glennw98>
  22. Resources
    • Kirriemuir, John. (2005) Resources for researching games and learning. <www.ceangal.com/games-and-learning>
    • McFarlane, Angela. (2005) Literature review in games and learning. <www.nestafuturelab.org/research/reviews/ 08_01.htm>
    • Federation of American Scientists (2006) Harnessing the power of video games for learning. <fas.org/gamesummit/>
    • Prensky, Marc. (2001) Digital Game-Based Learning. McGraw Hill.
    • Kane, Pat. (2004) The Play Ethic: A Manifesto for a Different Way of Living. MacMillian.
    • Koster, Ralph. (2005) The Theory of Fun. Paraglyph Press.
    • Beck, John. (2004) Got Game: How the Gamer Generation is Reshaping Business Forever . Harvard Business School Press.
    • Zull, James. (2002) The Art of Changing the Brain: Enriching Teaching by Exploring the Biology of Learning . Stylus Publishing.
    • Gee, James. (2003) What Video Games Have to Teach Us About Learning & Literacy . Palgrave / MacMillan.
    • Johnson, Steven. (2004) Mind Wide Open:Your Brain and the Neuroscience of Everyday Life . Scribner.
    • Gee, James Paul. (2005) Why Video Games are Good for Your Soul. Common Ground.
    • Aldrich, Clark. (2004) Simulations and the Future of Learning. Pfeiffer.

+ Glenn WiebeGlenn Wiebe, 3 years ago

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