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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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  • 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.