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Video Games And Virtual Worlds:  Implications for Education
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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. …

Presentation delivered to UNCW's Technology Experiences for Teachers graduate course.
-by Lucas Gillispie,

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  • 1. VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie -
  • 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 .
  • 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 . Photo from
  • 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.,%20Digital%20Immigrants%20-%20Part1.pdf.
  • 6. Digital Natives “ When I go to school, I have to power down.” -Student Photo from:
  • 7. How Do We Engage Digital Natives? They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo: Educating The Net Generation -
  • 8. The “Social Collaborative”
  • 9.
    • A Step In The Right Direction
  • 10. 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.
  • 11. Dimension-M : My Research
    • Does playing Dimension-M affect student achievement?
    • Does playing Dimension-M impact student attitude?
    • What role does gender play?
  • 12. 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.
  • 13. 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.
  • 14.
    • Where “Edu-Gaming” Needs To Go…
    Virtual Worlds
  • 15. 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
  • 16. Extreme Engagement! 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. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  • 18. A Level Playing Field – Who are They Playing With? Source: 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.
    • An example of an MMORPG played by students.
    Warhammer Online Demonstration
  • 20. 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?
  • 21.
    • Your opportunity to experience a virtual world.
    Second Life Demo
  • 22. Reading Material
  • 23.
    Edu-Gaming Websites Lucas Gillispie -
  • 24.
    • Visit:
    For More Resources: Lucas Gillispie -