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Presentation by Lucas Gillispie - lucas@edurealms.com NCTIES 2009
 
<ul><li>In January of 2008, the ESA (Entertainment Software Association) released its annual report.  They found the follo...
<ul><li>65% of American households play computer and video games. </li></ul><ul><li>The average game player is 35 and has ...
<ul><li>Today’s students have never known a time without:  The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo… ...
http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from:  http://earlycollegeofalask...
They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo:  http://www.e...
 
<ul><li>A Step In The Right Direction </li></ul>
<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>Does playing  Dimension-M  affect student achievement? </li></ul><ul><li>Does playing  Dimension-M  impact student...
<ul><li>Significant impact on student learning. </li></ul><ul><ul><li>Average scores rose from 46% to 63% from the game al...
<ul><li>Engagement! </li></ul><ul><li>Students’ ease in maneuvering through the environment rapidly improved over a short ...
 
<ul><li>When Students Make Their Own Games </li></ul>
<ul><li>Digital Storytelling That Engages </li></ul><ul><li>Requires Higher Order Thinking </li></ul><ul><li>Requires Stud...
<ul><li>Use Microsoft Office! (Jeopardy in PowerPoint) –  See Jeff Ertzberger’s Site </li></ul><ul><li>YoYo Games’ Game Ma...
 
<ul><li>Where “Edu-Gaming” Needs To Go… </li></ul>
<ul><li>Often persistent. (24/7) </li></ul><ul><li>Players/Users exist in the world through “avatars.” </li></ul><ul><li>S...
http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Warhammer Online Screenshot Students are leading people from around the world ...
They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to...
http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source:  http://www.harbingersoflight.com They are collaborating, online, with...
<ul><li>… we called them quests and missions instead of lessons? </li></ul><ul><li>… students had access to the tools they...
 
<ul><li>www.seriousgames.org </li></ul><ul><li>www.educationarcade.org </li></ul><ul><li>www.markprensky.com </li></ul><ul...
<ul><li>Visit:  www.edurealms.com </li></ul><ul><li>On Twitter:  PCSTech </li></ul>Lucas Gillispie - lucas@edurealms.com
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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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Transcript of "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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