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Video Games for the Social Studies
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Video Games for the Social Studies

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  • A nice study on how games are the new future of learning.
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  • 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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  • Transcript

    • 1. Video Games, iKids, and Education in the 21st Century Glenn Wiebe ESSDACK [email_address] ©2007
    • 2.
      • Fifty minutes!? Are you kidding me?
    • 3. Sticky ideas?
    • 4.
      • Kids are different than they used to be
    • 5.
      • Research says games are good for kids
    • 6. Pong 1976
    • 7. Galaga 1986
    • 8. Sim City 1996
    • 9. Second Life 2006
    • 10.
      • Games have gotten more complex over time
        • Why?
    • 11. Because the brain demands it
    • 12. iKids and games Gaming myths Why games work Pitfalls Solutions Playing video games
    • 13.
      • Jake & other iKids
        • Internet is his world
    • 14.
      • Erin & other iKids
        • Brain works differently
    • 15.
      • Jarod & other iKids
        • Ask them to count!
    • 16.
      • Chance & other iKids
        • They’re multi-taskers
    • 17.
      • Down?
        • Teen pregnancy, violence, alcohol / drug / tobacco use
    • 18.
      • Up?
        • Community service / voting / virginity
    • 19.
      • They live like this!
    • 20.
      • We are not the same as the iKids
    • 21.
      • But . . . we should use their tools!
    • 22. Why do games work?
    • 23.
      • AP US History & Saving Private Ryan
    • 24.
      • “ 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
    • 25.
      • 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
    • 26.
      • Emotion & thinking
        • Emotional chemicals increase cognitive activity
    • 27.
      • Brains are social
        • Want to work with others
    • 28.
      • Games provide structured patterns
      • Games create emotional connections
      • Games encourage collaborative learning
      Simple?
    • 29. Even simpler
      • “ You don’t learn because you’re engaged. You’re engaged because you’re learning” Nick deKanter
      • Muzzy Lane Software
    • 30. 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
    • 31. They learn . . . ?
      • Players controls the action
      • Players become experts
      • Creativity and problem solving is required
      • Immediate feedback
    • 32.
      • There’s always an answer
      • “ Modding” is encouraged
      • Trial and error works best
      • It’s almost always better in groups
    • 33. Pitfalls?
      • Takes time
        • What are you willing to give up?
      • Content integration
        • “ Forcing” standards alignment is wrong
    • 34.
      • Takes money
        • Hardware / software / computer upgrades
      • Technology issues
        • Not enough stations or “power”
        • Appropriate games
        • Apple vs. PC
    • 35. Suggestions
      • Start with a clear curricular goal in mind
        • Instruction or assessment?
        • Content or process?
    • 36.
      • Collect information and resources
        • Game sites
        • FAQs
          • <www.gamefaqs.com>
          • <www.gameboomers.com>
        • Cheat codes / walkthroughs / hints and tip books
    • 37.
      • 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
    • 38.
      • 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
    • 39.
      • Communicate with parents
        • Permission?
        • Be excited
      • “ Brag” to BOE / principals
        • Have research handy
      • Be willing to give up control
        • Ask kids for advice / help
    • 40.
      • Some great examples
    • 41.  
    • 42.
      • www.making-history.com
    • 43.  
    • 44.
      • www.discoverbabylon.org
    • 45.  
    • 46.
      • www.knowledgematters.com
    • 47.  
    • 48.
      • www.educationalsimulations.com
    • 49.  
    • 50.
      • www.peacemakergame.org
    • 51. Where to find games
      • gamespot.com
      • gamespy.com
      • gamepro.com
      • macgamestore.com
      • socialImpactgames.com
    • 52. Quick start?
      • Read about games
      • Play a favorite game
      • Start with online “mini” games
      • Ask your kids about their games
    • 53.
      • Questions?
    • 54.
      • Lots of resources at:
      • <www.socialstudiescentral.com>
      • More game stuff at:
      • <del.icio.us/glennw98/games>
      • Download presentation at:
      • <slideshare.net/glennw98>
    • 55. 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/>
    • 56.
      • 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.
    • 57.
      • 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.
    • 58.
      • 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.
    • 59.
      • Gee, James Paul. (2005) Why Video Games are Good for Your Soul. Common Ground.
      • Aldrich, Clark. (2004) Simulations and the Future of Learning. Pfeiffer.