Video Games And Virtual Worlds: Implications for Education

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    1 Favorite

    Video Games And Virtual Worlds: Implications for Education - Presentation Transcript

    1. VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - lucas@edurealms.com
    2. Video Games and the Students Who Play Them
    3. The Video Game Industry
      • 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 .
    4. People Who Play Video Games
      • 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/
    5. Digital Natives
      • 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
    6. Digital Natives http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from: http://earlycollegeofalaska.org
    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. The “Social Collaborative”
      • A Step In The Right Direction
      Dimension-M
    9. Dimension-M : The Game
      • 3-D, Single or Multi-player, first-person shooter.
      • Focuses on pre-Algebra and Algebra.
      • Mission-based.
      • Integrated math help.
      • Engaging story.
      • Customizable experience.
    10. Dimension-M : My Research
      • Does playing Dimension-M affect student achievement?
      • Does playing Dimension-M impact student attitude?
      • What role does gender play?
    11. Dimension-M : My Research
      • 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.
    12. Dimension-M : My Observations
      • 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.
      • Where “Edu-Gaming” Needs To Go…
      Virtual Worlds
    13. What is a Virtual World?
      • 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!
      Pender County School’s Second Life Island Scene from Warhammer Online
    14. 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.
    15. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
    16. 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
      • An example of an MMORPG played by students.
      Warhammer Online Demonstration
    17. What if?
      • … we called them quests 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?
      • Your opportunity to experience a virtual world.
      Second Life Demo
    18. Reading Material
      • www.seriousgames.org
      • www.educationarcade.org
      • www.markprensky.com
      • gaming.psu.edu
      • www.edurealms.com
      Edu-Gaming Websites Lucas Gillispie - lucas@edurealms.com
      • Visit: www.edurealms.com
      For More Resources: Lucas Gillispie - lucas@edurealms.com

    + Lucas GillispieLucas Gillispie, 2 years ago

    custom

    869 views, 1 favs, 4 embeds more stats

    Presentation delivered to UNCW's Technology Experie more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 869
      • 830 on SlideShare
      • 39 from embeds
    • Comments 0
    • Favorites 1
    • Downloads 32
    Most viewed embeds
    • 18 views on http://twicelearned.wikispaces.com
    • 17 views on http://edurealms.com
    • 3 views on http://pcs-tech.pbwiki.com
    • 1 views on http://pcs-tech.pbworks.com

    more

    All embeds
    • 18 views on http://twicelearned.wikispaces.com
    • 17 views on http://edurealms.com
    • 3 views on http://pcs-tech.pbwiki.com
    • 1 views on http://pcs-tech.pbworks.com

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories