ISTE Gaming Presentation

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These are the introductory slides for our games and learning workshop at ISTE 2010

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ISTE Gaming Presentation

  1. 1. Gaming across the Curriculum<br />Finding and evaluating educational games<br />MARJEE CHMIEL<br />National Geographic Society<br />@mchmiel<br />TREVOR OWENS<br />Center for History and New Media<br />@tjowens<br />
  2. 2. Young People Play Games<br />
  3. 3. 97% of teens ages 12-17 play computer, web, portable, or console games <br />Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  <br />
  4. 4. 50% of teens played games “yesterday.” <br />Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  <br />
  5. 5. 99% of boys and 94% of girls play video games<br />Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  <br />
  6. 6. What Games Bring To Teaching<br />
  7. 7. Games act as on-going assessments<br />Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  <br />
  8. 8. Games are inherently motivating<br />Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  <br />
  9. 9. Students work at their own pace <br />Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  <br />
  10. 10. Games encourage learning through mistakes<br />Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  <br />
  11. 11. Things to look for…<br />
  12. 12. Conceptually Challenging Material<br />
  13. 13. Multiple Entry Points<br />
  14. 14. Personal Goal Setting<br />
  15. 15. Parallel Challenges<br />
  16. 16. How to use games?<br />
  17. 17. Awareness<br />links to games on your website<br />include in parent newsletter<br />recommend to school library<br />
  18. 18. Optional<br />assign as homework<br />assign as extra credit<br />recommend to special educators<br />use as transition activity for students who finish assignments early<br />
  19. 19. Large Group Activity:<br />Demonstration or full-class game on interactive<br />Use projector or interactive board<br />
  20. 20. Small group-individual activity<br />Laptops<br />Computer labs<br />One laptop per student<br />

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