Technology in the classroom


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Looking at gaming principles to create more effective learning environments

Published in: Education
  • @m_-_m Yes, we need to teach students according to their needs. Our students now have technology needs because they have grown up surrounded by it. They also love it. We need to look at that and see how we can improve our classrooms.
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  • @hudali15 Just added a YouTube video discussing this. Not showing up yet. That is what we do these days - share content and discuss it.The online world engages us in learning. I think we do need to do this in class.
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  • I think it is so necessary to improve classroom technology. In my opinion, making lessons attractive for students is the first job of a teacher.
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  • Yes, Cathy the teaching landscape is changing and technology-led changes are prominent. I like the way you engage readers in this presentation.
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Technology in the classroom

  1. 1. Technology in the classroom Game Theory
  2. 2. Introduction• Both Katie Salen and Eric Zimmerman are well credentialled academically and in the gaming industry to look at gaming principles from a theoretical point of view .
  3. 3. Classroom implications• As classroom practitioners we could benefit from looking at the principles which attract our students to games and try to apply the theory to ensure more effective learning in the 21st century.
  4. 4. The principles• Interaction• Cognitive interactivity• Explicit interactivity• Beyond the object interactivity
  5. 5. Interaction• Teacher is the author of the classroom• Teacher provides content and teaches it• Teacher’s approach may be in conflict with student agenda• The action is going on separately in the head of teacher and student
  6. 6. Examples• Lecture• Presentation• Video• Demonstration• Talking through examples
  7. 7. Question• What can you do to provide absorbing content which engages student brains more comprehensively?
  8. 8. Cognitive interactivity• Functional activity of button clicking and page turning• Students are clicking on web links• Students click on the button to get to the next set of information• Students read a page
  9. 9. Examples• Web quests• Independently viewed presentations• Web research• Completing sets of exercises• Filling in spaces
  10. 10. Question• What resources can you provide at the button clicking page turning level which will want them to click and turn?
  11. 11. Explicit interactivity• Participation with designed choices or activities• Students have their own input to consider• Students are creating something as they learn• Students can see they learn better by consulting
  12. 12. Examples• Using what is learned to create a video• Presenting what is learned to an audience• Creating an assignment but including reflection and feedback• Allowing students to act and make choices relevant to content and assignment
  13. 13. Question• What assignments and activities can you provide to ensure students are using their new knowledge in an interactive, connected way?
  14. 14. Beyond the object interactivity• This is the fan base, the merchandising the getting users to engage with the game in ways so that they identify strongly with the game.
  15. 15. Discussion• You need to think about and discuss this. Do we need fan bases for French? Maths? Science? Are there ways we can do this ethically as classroom practitioners?
  16. 16. Examples• Getting students to participate in extra curricula events• Making students aware of expos, films, special events, competitions• Having focus days• Creating clubs, teams, special interest groups• Publishing work online
  17. 17. Question• Do you show how the love of the subject and the new knowledge can be used to connect with others and the real world?
  18. 18. Resources• Affective interaction design• Eric Zimmerman• Rules of play• A meaningful read• Gamelab’s hustler
  19. 19. Acknowledgements• Microsoft Office 2010•• Rules of Play