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VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - lucas@edurealms.com
Video Games and the Students Who Play Them
The Video Game Industry <ul><li>In January of 2008, the ESA (Entertainment Software Association) released its annual repor...
People Who Play Video Games <ul><li>65% of American households play computer and video games. </li></ul><ul><li>The averag...
Digital Natives <ul><li>Today’s students have never known a time without:  The Internet, CD’s, Cell Phones, Microwave Oven...
Digital Natives http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from:  http://ear...
How Do We Engage Digital Natives? They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedi...
The “Social Collaborative”
<ul><li>A Step In The Right Direction </li></ul>Dimension-M
Dimension-M :  The Game <ul><li>3-D, Single or Multi-player, first-person shooter. </li></ul><ul><li>Focuses on pre-Algebr...
Dimension-M :  My Research <ul><li>Does playing  Dimension-M  affect student achievement? </li></ul><ul><li>Does playing  ...
Dimension-M :  My Research <ul><li>Significant impact on student learning. </li></ul><ul><ul><li>Average scores rose from ...
Dimension-M :  My Observations <ul><li>Engagement! </li></ul><ul><li>Students’ ease in maneuvering through the environment...
<ul><li>Where “Edu-Gaming” Needs To Go… </li></ul>Virtual Worlds
What is a Virtual World? <ul><li>Often persistent. (24/7) </li></ul><ul><li>Players/Users exist in the world through “avat...
Extreme Engagement! http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Warhammer Online Screenshot Students are leading people fr...
Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistic...
A Level Playing Field – Who are They Playing With? http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source:  http://www.harbing...
<ul><li>An example of an MMORPG played by students. </li></ul>Warhammer Online Demonstration
What if? <ul><li>… we called them quests instead of lessons? </li></ul><ul><li>… students had access to the tools they nee...
<ul><li>Your opportunity to experience a virtual world. </li></ul>Second Life Demo
Reading Material
<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>For More Resources: Lucas Gillispie - lucas@edurealms.com
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Video Games And Virtual Worlds: Implications for Education

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Presentation delivered to UNCW's Technology Experiences for Teachers graduate course.
-by Lucas Gillispie, http://www.edurealms.com

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Transcript of "Video Games And Virtual Worlds: Implications for Education"

  1. 1. VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - lucas@edurealms.com
  2. 2. Video Games and the Students Who Play Them
  3. 3. The Video Game Industry <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 .
  4. 4. People Who Play Video Games <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/
  5. 5. Digital Natives <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
  6. 6. Digital Natives http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from: http://earlycollegeofalaska.org
  7. 7. How Do We Engage Digital Natives? 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
  8. 8. The “Social Collaborative”
  9. 9. <ul><li>A Step In The Right Direction </li></ul>Dimension-M
  10. 10. Dimension-M : The Game <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>
  11. 11. Dimension-M : My Research <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>
  12. 12. Dimension-M : My Research <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>
  13. 13. Dimension-M : My Observations <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>
  14. 14. <ul><li>Where “Edu-Gaming” Needs To Go… </li></ul>Virtual Worlds
  15. 15. What is a Virtual World? <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>Pender County School’s Second Life Island Scene from Warhammer Online
  16. 16. Extreme Engagement! 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.
  17. 17. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  18. 18. A Level Playing Field – Who are They Playing With? 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
  19. 19. <ul><li>An example of an MMORPG played by students. </li></ul>Warhammer Online Demonstration
  20. 20. What if? <ul><li>… we called them quests 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. 21. <ul><li>Your opportunity to experience a virtual world. </li></ul>Second Life Demo
  22. 22. Reading Material
  23. 23. <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>Edu-Gaming Websites Lucas Gillispie - lucas@edurealms.com
  24. 24. <ul><li>Visit: www.edurealms.com </li></ul>For More Resources: Lucas Gillispie - lucas@edurealms.com
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