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Games & Simulations as Learning Technology Tools


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Presentation in a graduate class on games & simulations as learning technology tools.

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Games & Simulations as Learning Technology Tools

  1. 1. Games and Simulations<br />as <br />Learning Technology Tools<br />Presented by-<br /> Diana Focht<br /> LTMS 510 – Learning Technologies and Solutions<br />
  2. 2. GOAL<br />Introduce you to games and simulations, as learning technology tools, so that you can begin to explore ways in which you can incorporate them into your work environment. <br />
  3. 3. Objectives<br /><ul><li> Offer a description of games and simulations.
  4. 4. Describe the history of games and simulations.
  5. 5. Identify the purpose of games and simulations, </li></ul>as learning tools. <br /><ul><li> Present the leading tools for the creation of games and simulations.
  6. 6. Discuss considerations for the design, development </li></ul>and implementation of games and simulations. <br />
  7. 7. Games & Simulations Survey<br />
  8. 8. What is a GAME?<br />“A structured activity in which two or more participants compete within constraints of rules to achieve an objective.”<br />(American Society for Training and Development)<br />
  9. 9. What is a Simulation?<br />“An operational model, using selected components, of a real or hypothetical process, mechanism or system.”<br />(American Society for Training and Development) <br />
  10. 10. “Simulations and games are teaching and learning methods in which participants are directly involved in making decisions and learning from the outcomes of these.”<br />(Society for the Advancement of Games and <br /> Simulations in Education and Training) <br />
  11. 11. So what is the difference between <br />a Game and a Simulation? <br />VS<br />Source of Graphics- Microsoft ClipArt<br />
  12. 12. Genres of Games<br />-Action -Fantasy role playing<br />-Fighting -Adventure<br />-Driving or flying -Multiplayer<br />-Sports -Massively multiplayer<br />-3D Shooter role playing <br />-Card or board -Combination <br />-Strategy <br />
  13. 13. Genres of Simulations<br /><ul><li>Branching stories
  14. 14. Interactive spreadsheets
  15. 15. The virtual lab
  16. 16. Minigames</li></li></ul><li>Serious Games vs. Casual Games<br />A serious game is an interactive computer application, with or without a significant hardware component, that-<br /><ul><li>Has a challenging goal;
  17. 17. Is fun to play and/or engaging;
  18. 18. Incorporates some concept of scoring;
  19. 19. Imparts to the user a skill, knowledge, </li></ul>or attitude that can be applied in the real world.<br />Source of Graphic-<br />
  20. 20.
  21. 21. Source of Graphic- <br /><br />link1.html<br />Source of Graphic-<br />Source of Graphic- Wikipedia<br />The Link Trainer, or<br />“Blue Box”<br />Source of Graphic-<br />Source of Graphic-<br />
  22. 22. Source of Graphics- Wikipedia , Wikispaces,<br />
  23. 23. Source of Graphics-<br />
  24. 24. Source of Graphic- <br />Source of Graphic- unknown<br />
  25. 25. Adventure<br />Space War<br />Source of Graphics- Wikipedia <br />
  26. 26. PacMan<br />Pong<br />Source of Graphics- Wikipedia <br />
  27. 27. Magnavox Odyssey system & games<br />Plug It In & <br />Play games<br />Source of Graphics- <br />Source of Graphic- unknown<br />
  28. 28. Source of Graphic- <br />Source of all other graphics- Wikipedia<br />Source of Graphic- <br />
  29. 29. Source of Graphic-<br />Source of Graphic-<br />
  30. 30. Why use Games & Simulations as a Learning Tool?<br />Games have many attributes that are associated with how people learn-<br /><ul><li>Social
  31. 31. Research
  32. 32. Problem solving
  33. 33. Transfer
  34. 34. Experiential </li></li></ul><li>Leading Tools for the Development of Games<br />
  35. 35. Leading Tools for the Development of Simulations<br />
  36. 36. Design Considerations for Games & Simulations<br />
  37. 37. Development Considerations for <br />Games & Simulations<br />Overseeing the asset list<br />Adhering to production schedule & tracking project<br />Managing the human resources<br />Being flexible and responsive to needs<br />Coding for platforms<br />Utilizing a game engine<br />Performing quality assurance<br />
  38. 38. Implementation Considerations for <br />Games & Simulations<br />Equipment<br />Development <br />Resources<br />Support Resources<br />Facilities<br />Integration with Curriculum<br />
  39. 39. “Games are still in an early stage of evolution. <br />Although they can be effective learning environments, not all games are effective nor are all games educational. Games are now being designed based on learning theory and research. Their effectiveness rests on the massively multiplayer immersive worlds they create, where learners ‘learn to be’ and a social network surrounds the learner. The time has come for games to be reintegrated with education (learning), ending a longstanding rift <br />between work and play.”<br />(Diana Oblinger) <br />