Your SlideShare is downloading. ×
0
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Gaming to Learn
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Gaming to Learn

481

Published on

Gaming to learn is the next important change that we must see in our schools. Such student-centered learning opportunities can make learning more student-centered and interactive.

Gaming to learn is the next important change that we must see in our schools. Such student-centered learning opportunities can make learning more student-centered and interactive.

Published in: Education, Technology
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
481
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Parks.sandi.net
  • Transcript

    • 1. Dr. Leigh Zeitz University of Northern Iowa
    • 2. Dr. Leigh Zeitz University of Northern Iowa Tinyurl.com/intotogames
    • 3.  
    • 4.  
    • 5.  
    • 6.  
    • 7. Mihaly Csikszentmihalyi
    • 8. <ul><li>Clear Goals </li></ul><ul><li>Immediate Feedback </li></ul><ul><li>Challenges >< Skills </li></ul><ul><li>Merge Action & Awareness </li></ul><ul><li>Distractions excluded </li></ul><ul><li>No worry of failure </li></ul><ul><li>No Self-Consciousness </li></ul><ul><li>Distorted Sense of Time </li></ul><ul><li>Activity is Autotelic </li></ul>
    • 9. <ul><li>An organized system using positive and negative feedback to direct a player towards a desired goal. </li></ul>
    • 10.  
    • 11. Xperience Points Leveling Up
    • 12.  
    • 13.  
    • 14. <ul><li>Choice </li></ul><ul><li>Long and Short Aims </li></ul><ul><li>Progress Indicators </li></ul><ul><li>Prompt/Meaningful Feedback </li></ul><ul><li>Reward ALL Successful Efforts </li></ul><ul><li>Failure is Real </li></ul><ul><li>Elements of Uncertainty/Awards </li></ul><ul><li>Socialization </li></ul>
    • 15. <ul><li>Clear Goals </li></ul><ul><li>Immediate Feedback </li></ul><ul><li>Challenges >< Skills </li></ul><ul><li>Merge Action & Awareness </li></ul><ul><li>Distractions excluded </li></ul><ul><li>No worry of failure </li></ul><ul><li>No Self-Consciousness </li></ul><ul><li>Distorted Sense of Time </li></ul><ul><li>Activity is Autotelic </li></ul><ul><li>Long and Short Aims </li></ul><ul><li>Prompt/Meaningful Feedback </li></ul><ul><li>Choice </li></ul><ul><li>Progress Indicators </li></ul><ul><li>Reward ALL Successful Efforts </li></ul><ul><li>Failure is Real </li></ul><ul><li>Elements of Uncertainty </li></ul><ul><li>Socialization </li></ul>
    • 16.  
    • 17.  
    • 18. P
    • 19. <ul><li>Complex </li></ul><ul><li>Adaptive </li></ul><ul><li>Social </li></ul><ul><li>Searches for Meaning </li></ul><ul><li>Meaning through Patterning </li></ul><ul><li>Emotional Patterning </li></ul><ul><li>Developmental </li></ul><ul><li>Craves Challenge </li></ul><ul><li>Inhibited by Threat </li></ul><ul><li>Each Brain is Unique ( Caine, 1994) </li></ul>
    • 20. <ul><li>Orchestrated Immersion </li></ul><ul><ul><li>Complex, interactive experiences </li></ul></ul><ul><li>Relaxed Alertness </li></ul><ul><ul><li>Safe and highly-challenging environment </li></ul></ul><ul><li>Active Processing </li></ul><ul><ul><li>internalize info by actively processing it </li></ul></ul>
    • 21.  
    • 22. <ul><li>Critical Thinking </li></ul><ul><li>Complex Communication </li></ul><ul><li>Creativity </li></ul><ul><li>Collaboration </li></ul><ul><li>Flexibility and Adaptability </li></ul><ul><li>Productivity and Accountability </li></ul><ul><ul><ul><ul><li> Iowa Core Curriculum, 2010 </li></ul></ul></ul></ul>
    • 23. <ul><li>Construction of Learning </li></ul><ul><li>Metacognition </li></ul><ul><li>Educator/Student Partnership </li></ul><ul><li>Collaborative Learning </li></ul><ul><li>Meaningful Assessment in a Real World Context </li></ul><ul><ul><ul><ul><li>Iowa Core Curriculum, 2010 </li></ul></ul></ul></ul>
    • 24.  
    • 25.  
    • 26. <ul><li>World Without Oil </li></ul><ul><li>Demand > Supply (5%) </li></ul><ul><li>32 daysof crisis </li></ul><ul><li>Players live solutions </li></ul><ul><li>Collective Intelligence </li></ul><ul><li>Problem Solving </li></ul>
    • 27.  
    • 28. <ul><li>We must teach our students </li></ul><ul><li>for their tomorrows, </li></ul><ul><li>NOT our yesterdays. </li></ul>
    • 29. <ul><li>We must teach our students </li></ul><ul><li>for their tomorrows, </li></ul><ul><li>NOT our yesterdays. </li></ul>

    ×