Embracing The Power Of Video Games And Virtual Worlds In Education

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This presentation presents some recent statistics about video games and gamers. It also discusses my research on the Dimension-M video game and its use with middle school math students. Also, suggestions on how teachers can integrate game making into their classroom and a discussion of the potential of virtual worlds is discussed.

This is my presentation delivered at the 2009 NCTIES conference in Raleigh, NC.

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Embracing The Power Of Video Games And Virtual Worlds In Education

  1. 1. Presentation by Lucas Gillispie - lucas@edurealms.com NCTIES 2009
  2. 3. <ul><li>In January of 2008, the ESA (Entertainment Software Association) released its annual report. They found the following: </li></ul><ul><li>267.8 million units sold in 2007. ($9.5 billion in revenue) </li></ul><ul><li>Nine games sold every second in 2007. </li></ul><ul><li>First-day sales of Halo 3 outsold first-day ticket sales of Spiderman 3 and the first-day sales of the final book in the Harry Potter series. </li></ul>© 2008 Bungie, LLC. All rights reserved The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp .
  3. 4. <ul><li>65% of American households play computer and video games. </li></ul><ul><li>The average game player is 35 and has been playing games for 13 years. </li></ul><ul><li>40% of all gamers are women over 18 (and growing). </li></ul><ul><li>38% of homes have at least one console (Xbox, Playstation, Nintendo). </li></ul>The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp . Photo from http://www.xbox.com/
  4. 5. <ul><li>Today’s students have never known a time without: The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo… </li></ul><ul><li>A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games. </li></ul><ul><li>Their brains work differently. </li></ul>http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. http://www.engadgetmobile.com
  5. 6. http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from: http://earlycollegeofalaska.org
  6. 7. They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo: http://www.ecu.edu Educating The Net Generation - http://www.educause.edu/educatingthenetgen/5989
  7. 9. <ul><li>A Step In The Right Direction </li></ul>
  8. 10. <ul><li>3-D, Single or Multi-player, first-person shooter. </li></ul><ul><li>Focuses on pre-Algebra and Algebra. </li></ul><ul><li>Mission-based. </li></ul><ul><li>Integrated math help. </li></ul><ul><li>Engaging story. </li></ul><ul><li>Customizable experience. </li></ul>
  9. 11. <ul><li>Does playing Dimension-M affect student achievement? </li></ul><ul><li>Does playing Dimension-M impact student attitude? </li></ul><ul><li>What role does gender play? </li></ul>
  10. 12. <ul><li>Significant impact on student learning. </li></ul><ul><ul><li>Average scores rose from 46% to 63% from the game alone. </li></ul></ul><ul><li>No significant impact on student attitude. </li></ul><ul><li>Gender does not seem to play a role. </li></ul>
  11. 13. <ul><li>Engagement! </li></ul><ul><li>Students’ ease in maneuvering through the environment rapidly improved over a short time. </li></ul><ul><li>Students don’t mind re-playing. </li></ul><ul><li>Competition adds a layer of motivation. </li></ul><ul><li>A potential tool for ELL (English-language learners) students. </li></ul><ul><li>Students began putting their headphones around their necks so they could collaborate on the single player missions. </li></ul>
  12. 15. <ul><li>When Students Make Their Own Games </li></ul>
  13. 16. <ul><li>Digital Storytelling That Engages </li></ul><ul><li>Requires Higher Order Thinking </li></ul><ul><li>Requires Students to Know Content </li></ul><ul><li>Taps Into The Innate Desire to Collaborate </li></ul><ul><li>Ninja-like Drill and Practice! </li></ul><ul><li>(They’ll go over material again and again without realizing!) </li></ul>Lucas Gillispie - lucas@edurealms.com Photo by David S. Carter
  14. 17. <ul><li>Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site </li></ul><ul><li>YoYo Games’ Game Maker </li></ul><ul><li>Scratch , Squeak , Alice </li></ul><ul><li>RPG Maker </li></ul><ul><li>Teen Second Life </li></ul><ul><li>Atmosphir </li></ul>Lucas Gillispie - lucas@edurealms.com A Screenshot from Atmosphir
  15. 19. <ul><li>Where “Edu-Gaming” Needs To Go… </li></ul>
  16. 20. <ul><li>Often persistent. (24/7) </li></ul><ul><li>Players/Users exist in the world through “avatars.” </li></ul><ul><li>Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life). </li></ul><ul><li>Highly collaborative! </li></ul>A Screenshot from World of Warcraft Pender County School’s Second Life Island
  17. 21. http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Warhammer Online Screenshot Students are leading people from around the world (often 40 or more) to accomplish collective goals. These events take planning, coordination, and decision-making skills.
  18. 22. They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  19. 23. http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source: http://www.harbingersoflight.com They are collaborating, online, with people from all over the world. Differences in race, age, gender, and nationality are no longer an issue. Teacher Ph.D. Candidate Stay-at-home Mom County Sheriff Researcher Business Owner Editor for the Senate Produce Clerk Business Analyst Instructional Technology Coordinator Technology Engineer Quality Assurance Supervisor Water/Sewer Technician College Student University Admissions Representative Director of IT Network Administrator Protestant Minister
  20. 24. <ul><li>… we called them quests and missions instead of lessons? </li></ul><ul><li>… students had access to the tools they need to find out what they want to know? </li></ul><ul><li>… we scaled the challenge of learning based on students’ achievements? </li></ul><ul><li>… provided opportunities for students to form collaborative learning communities? </li></ul><ul><li>… learning was this much fun? </li></ul>
  21. 26. <ul><li>www.seriousgames.org </li></ul><ul><li>www.educationarcade.org </li></ul><ul><li>www.markprensky.com </li></ul><ul><li>gaming.psu.edu </li></ul><ul><li>www.edurealms.com </li></ul>Lucas Gillispie - lucas@edurealms.com
  22. 27. <ul><li>Visit: www.edurealms.com </li></ul><ul><li>On Twitter: PCSTech </li></ul>Lucas Gillispie - lucas@edurealms.com

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