Embracing The Power Of Video Games And Virtual Worlds In Education

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    Embracing The Power Of Video Games And Virtual Worlds In Education - Presentation Transcript

    1. Presentation by Lucas Gillispie - lucas@edurealms.com NCTIES 2009
    2.  
      • In January of 2008, the ESA (Entertainment Software Association) released its annual report. They found the following:
      • 267.8 million units sold in 2007. ($9.5 billion in revenue)
      • Nine games sold every second in 2007.
      • 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.
      © 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 .
      • 65% of American households play computer and video games.
      • The average game player is 35 and has been playing games for 13 years.
      • 40% of all gamers are women over 18 (and growing).
      • 38% of homes have at least one console (Xbox, Playstation, Nintendo).
      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/
      • Today’s students have never known a time without: The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo…
      • A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games.
      • Their brains work differently.
      http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. http://www.engadgetmobile.com
    3. http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from: http://earlycollegeofalaska.org
    4. 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
    5.  
      • A Step In The Right Direction
      • 3-D, Single or Multi-player, first-person shooter.
      • Focuses on pre-Algebra and Algebra.
      • Mission-based.
      • Integrated math help.
      • Engaging story.
      • Customizable experience.
      • Does playing Dimension-M affect student achievement?
      • Does playing Dimension-M impact student attitude?
      • What role does gender play?
      • Significant impact on student learning.
        • Average scores rose from 46% to 63% from the game alone.
      • No significant impact on student attitude.
      • Gender does not seem to play a role.
      • Engagement!
      • Students’ ease in maneuvering through the environment rapidly improved over a short time.
      • Students don’t mind re-playing.
      • Competition adds a layer of motivation.
      • A potential tool for ELL (English-language learners) students.
      • Students began putting their headphones around their necks so they could collaborate on the single player missions.
    6.  
      • When Students Make Their Own Games
      • Digital Storytelling That Engages
      • Requires Higher Order Thinking
      • Requires Students to Know Content
      • Taps Into The Innate Desire to Collaborate
      • Ninja-like Drill and Practice!
      • (They’ll go over material again and again without realizing!)
      Lucas Gillispie - lucas@edurealms.com Photo by David S. Carter
      • Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site
      • YoYo Games’ Game Maker
      • Scratch , Squeak , Alice
      • RPG Maker
      • Teen Second Life
      • Atmosphir
      Lucas Gillispie - lucas@edurealms.com A Screenshot from Atmosphir
    7.  
      • Where “Edu-Gaming” Needs To Go…
      • Often persistent. (24/7)
      • Players/Users exist in the world through “avatars.”
      • Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life).
      • Highly collaborative!
      A Screenshot from World of Warcraft Pender County School’s Second Life Island
    8. 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.
    9. They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
    10. 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
      • … we called them quests and missions instead of lessons?
      • … students had access to the tools they need to find out what they want to know?
      • … we scaled the challenge of learning based on students’ achievements?
      • … provided opportunities for students to form collaborative learning communities?
      • … learning was this much fun?
    11.  
      • www.seriousgames.org
      • www.educationarcade.org
      • www.markprensky.com
      • gaming.psu.edu
      • www.edurealms.com
      Lucas Gillispie - lucas@edurealms.com
      • Visit: www.edurealms.com
      • On Twitter: PCSTech
      Lucas Gillispie - lucas@edurealms.com

    + Lucas GillispieLucas Gillispie, 8 months ago

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