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FableVision eGaming & Learning

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Overview of gaming platforms, trends and how gaming maps to learning theory

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  • DOWNLOAD FULL BOOKS INTO AVAILABLE FORMAT ......................................................................................................................... ......................................................................................................................... 1.DOWNLOAD FULL PDF EBOOK here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL EPUB Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL doc Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL PDF EBOOK here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL EPUB Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... 1.DOWNLOAD FULL doc Ebook here { https://tinyurl.com/y8nn3gmc } ......................................................................................................................... ......................................................................................................................... ......................................................................................................................... .............. Browse by Genre Available eBooks ......................................................................................................................... Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, Cookbooks, Crime, Ebooks, Fantasy, Fiction, Graphic Novels, Historical Fiction, History, Horror, Humor And Comedy, Manga, Memoir, Music, Mystery, Non Fiction, Paranormal, Philosophy, Poetry, Psychology, Religion, Romance, Science, Science Fiction, Self Help, Suspense, Spirituality, Sports, Thriller, Travel, Young Adult,
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FableVision eGaming & Learning

  1. 1. They’re here . . Ubiquitous Gaming Platforms – Infinite Potential for Learning
  2. 2. eGaming Platforms: <ul><li>Consoles (online & offline): </li></ul><ul><li>Nintendo GameCube </li></ul><ul><li>Microsoft Xbox </li></ul><ul><li>Microsoft Xbox 360 </li></ul><ul><li>Sony PlayStation PS2 </li></ul><ul><li>Sony PlayStation PS3 </li></ul><ul><li>Nintendo’s Wii </li></ul><ul><li>Handheld games: </li></ul><ul><li>GameBoy Advance </li></ul><ul><li>GameBoy Advance SP </li></ul><ul><li>Sony PSP </li></ul><ul><li>Nintendo DS </li></ul><ul><li>PC games: </li></ul><ul><li>CD-ROM </li></ul><ul><li>online (free & subscription) </li></ul>
  3. 3. Microsoft Xbox 360 Nintendo Wii Microsoft Xbox Sony PlayStation PS3
  4. 4. Sony PSP (PlayStation Portable) Nintendo GameBoy SP Nintendo DS
  5. 5. Online: free & subscription-based ( Runescape.com , NeoPets.com , MiniClip.com , Webkinz.com ) www Internet Offline: CD-ROM games (Bugdom, Pajama Sam, SpyFox, Sims) Publishers: Electronic Arts , THQ )
  6. 6. Who’s Playin’? And How Much?
  7. 7. More Gamers Than Ever: <ul><li>148.4 million people had access to at least one video game console in their home last year. </li></ul><ul><li>An 18.5% increase since 2004. </li></ul><ul><li>Source: Nielsen Media Research 2007 </li></ul>
  8. 8. The Young Gamer Demographic <ul><li>Kids ages 6-12 years of age account for 20 % of all online gamers, more than any other demographic. </li></ul><ul><li>Source: Bulik , Beth Snyder. “Who Is Today’s Gamer? You Have No Idea.” Advertising Age 78.20 (14 May 2007): 28. EBSCO Host Research Database. 6 July 2007 </li></ul>
  9. 9. <ul><li>Bedroom Commodity: </li></ul><ul><li>49% of kids </li></ul><ul><li>age 6-14 have </li></ul><ul><li>videogame systems in their bedrooms </li></ul><ul><li>Source: http://www.progress.org/2005/tv02.htm </li></ul>
  10. 10. Everyday Entertainment <ul><li>61 % of kids under the age of 16 play video games at least once a day </li></ul><ul><li>Source: Business Week www.businessweek.com/innovate/content/aug2005/id20050829_928076.htm </li></ul>
  11. 11. <ul><li>Both Boys AND </li></ul><ul><li>Girls Are Gamers: </li></ul><ul><li>87% of kids 8-17 play video games at home </li></ul><ul><ul><ul><li>92% - boys </li></ul></ul></ul><ul><ul><ul><li>80% - girls </li></ul></ul></ul>Source: Digital Gaming in America survey  - 9/05 Ziff Davis Media.
  12. 12. Parent’s Approve <ul><li>61 % of parents with children under the age of 18 say that computer and video games are a positive addition to their children's lives. </li></ul><ul><li>Source: www.theesa.com/facts/parents_games.php </li></ul>
  13. 13. Can “Old School” Learning Take Advantage of Gaming’s Appeal?
  14. 14. YES. With smart application, gaming might be the synthesis of all learning theory.
  15. 15. eGaming as part of Learning Theorist Ecosystem Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  16. 16. eGaming as part of Learning Theorist Ecosystem Gaming uses rewards and punishment to elicit potential from learner Pavlov, Skinner Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  17. 17. eGaming as part of Learning Theorist Ecosystem Gaming uses rewards and punishment to elicit potential from learner Pavlov, Skinner Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  18. 18. eGaming as part of Learning Theorist Ecosystem Gaming leverages internal cognitive process (insight, info processing, memory, perception) Piaget, Gagne, Bruner Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  19. 19. eGaming as part of Learning Theorist Ecosystem Gaming leverages internal cognitive process (insight, info processing, memory, perception) Piaget, Gagne, Bruner Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  20. 20. eGaming as part of Learning Theorist Ecosystem Gaming promotes personal acts to fulfill potential, self-directed & autonomous Maslow, Rogers Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  21. 21. eGaming as part of Learning Theorist Ecosystem Gaming promotes personal acts to fulfill potential, self-directed & autonomous Maslow, Rogers Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  22. 22. eGaming as part of Learning Theorist Ecosystem Role-Play & Multi-User Gaming places learner in context – learning from others – distributed learning in social learning network Bandura, Lave, Wenger, Salomon Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming
  23. 23. eGaming as part of Learning Theorist Ecosystem Role-Play & Multi-User Gaming places learner in context – learning from others – distributed learning in social learning network Bandura, Lave, Wenger, Salomon Cognitivist Experiential Behaviorist RPG/MPG: Social/ Situational Humanistic eGaming

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