Video Games in Learning - Laptop Leaders Academy

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    Video Games in Learning - Laptop Leaders Academy - Presentation Transcript

    1. Online Simulations and Video Games having fu n is a goo d thing! Glenn Wiebe glennw@essdack.org ©2009
    2. sticky idea?
    3. video games help to rewire brains
    4. this is Erin
    5. this is Jake
    6. they think history is boring
    7. they’re not so fond of science, math or English either
    8. and they’re not alone
    9. “I have to power down when I get to school.” HS student
    10. so what?
    11. “Today’s students are no longer the people our educational system was designed to teach.” Marc Prensky
    12. “If you wanted to create an educational environment that was directly opposed to what the brain is good at doing . . .
    13. “. . . you would probably design something like a modern classroom.” John Medina Brain Rules
    14. yeah . . . so?
    15. sometimes we’re just too close to it
    16. Tic Tac Toe
    17. Pong
    18. Galaga
    19. SimCity
    20. World of Warcraft
    21. games haven’t gotten simpler over time
    22. they’ve gotten more complex
    23. Why?
    24. because the brain demands it
    25. “The brain developed to solve problems relating to surviving in an unstable, outdoor environment and to do so in near constant motion.” John Medina Brain Rules
    26. can I eat it?
    27. can it eat me?
    28. can I have sex with it?
    29. what then . . . is your job?
    30. convince a middle school kid that a five paragraph essay is essential for her survival
    31. brains search for patterns
    32. brains work best when emotional chemicals are increased
    33. brains want to work with others
    34. games provide “tasty patterns of reality”
    35. games create emotional connections
    36. games encourage collaborative learning
    37. games become about “survival”
    38. “Better theories of learning are embedded in the video games many children play than in the schools they attend.” James Gee What Video Games Have to Teach Us About Literacy & Learning
    39. Grand Theft Childhood Lawrence Kutner How Computer Games Help Children Learn David Williamson Shaffer Don’t Bother Me, Mom -- I’m Learning! Marc Prensky
    40. whatcha thinkin’?
    41. Saving P rivate Ry an of H onor M edal
    42. S Hi story A PU
    43. let’s play a little! but . . . be thinking about learning theory
    44. www.socialstudiescentral.com
    45. www.stopdisastersgame.org
    46. magic.pen.fizzlebot.com
    47. what are the characteristics of a highly effective learning environment?
    48. students get to “mod” & make choices students become the experts creativity & problem solving are encouraged receive immediate feedback
    49. there’s always an answer “cheating” is supported trial and error works best learning is almost always better in groups
    50. German Coast Guard?
    51. what are you “zinking” about?
    52. World F armer Third
    53. na noq uest
    54. Trave ler IQ
    55. what’s “true” about video games?
    56. “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
    57. gaming myths?
    58. www.pbs.org/kcts/videogamerevolution/impact/myths.html
    59. scientific evidence links violence and video games www.pbs.org/kcts/videogamerevolution/impact/myths.html
    60. scientific evidence links violence and video games it’s mostly teenage boys www.pbs.org/kcts/videogamerevolution/impact/myths.html
    61. scientific evidence links violence and video games it’s mostly teenage boys gaming creates isolated loners www.pbs.org/kcts/videogamerevolution/impact/myths.html
    62. www.pbs.org/kcts/videogamerevolution/impact/myths.html
    63. “mini” & complex games are the same www.pbs.org/kcts/videogamerevolution/impact/myths.html
    64. “mini” & complex games are the same it’s just a fad www.pbs.org/kcts/videogamerevolution/impact/myths.html
    65. secondlife.reuters.com
    66. so what kinds of things can games do?
    67. • increase literacy skills • teach problem solving skills • simulate authentic situations
    68. • creates individualized learning • encourage collaboration • supports intellectual complexity
    69. what kinds of stuff should I think about?
    70. it takes time • what are you willing to give up?
    71. it takes time • what are you willing to give up?
    72. it takes time • what are you willing to give up? standards alignment • games are just a tool
    73. takes money • hardware / software / computer upgrades
    74. takes money • hardware / software / computer upgrades
    75. takes money • hardware / software / computer upgrades technology issues • not enough stations or “power” • appropriate games • apple vs. PC
    76. peer “pressure” • tech people, admin, parents, teachers
    77. peer “pressure” • tech people, admin, parents, teachers
    78. peer “pressure” • tech people, admin, parents, teachers assessment issues • PBL rubrics, participation grade, presentations & written work
    79. quick start? read about games play a favorite game ask your kids about their games start with online “mini” games
    80. what’s your elevator speech?
    81. \"People do not quit playing because they grow old; they grow old because they quit playing.\" Oliver Wendell Holmes
    82. need a great presentation? contact: Glenn Wiebe glennw@essdack.org socialstudiescentral.com historytech.wordpress.com View presentations at: slideshare.net/glennw98

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