Camp creation 8nov12 ppt

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Camp creation 8nov12 ppt

  1. 1. Camp CreationRobots aren’t just kid’s play, they are so much more! See what you can dowith a robot YOU design at Camp. Learn about the future while you have fun!Have you ever wanted to travel around the world in a matter of minutes? Or to a faraway destination without leaving your computer? What about seeing the world through another person’s eyes? Come and experience the world of Virtual Reality to make ALL these things possible!It’s great to love games and be a great gamer. But how would you like to take your game idea and learn how to CREATE this game for others to play? Don’t just be a game user, be a creator!
  2. 2. Robots are the new cool...
  3. 3. Educational Uses for Robots:- Tutor: both as educational and emotional tutor for children- Teaching Assistant: checking attendance, giving quizzes,instructing, getting attention, leading activities- A 2005 study reports significant achievement among therobotic-based learning group when compared against non-computer-based and web-based learners (Han et al, 2005).Due to passivity of E-Learning environment and activeinteraction with R-Learning.Comparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008,December).
  4. 4. Educational Goals in Employing Robots:Allows a study of real-world issues with real-time interactionof studentsEnhances interdisciplinary team-workEncourages critical thinking skillsComparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008,December).
  5. 5. ProjectsStudents will Design, Construct, and Program a robot. Thiswill develop flowcharting skills, math concepts,conceptualizing and teamwork abilities.Impact of robotics and geospatial technology interventions on youth STEM learning and attitudes, published in the Journal of Researchon Technology in Education, (2010, Summer).
  6. 6. ProjectsCreate a commercial on how robots can be useful ineducation. This enables the campers to employ researchtechniques and discover future trends and values in newtechnical advances.
  7. 7. ProjectsCreate a marionette. This is an early form of a robot. Canbe designed form recyclable materials. Will instruct thecamper on how joints move, are formed, and rotate. Can beeither human or animal.
  8. 8. Virtual RealityThe future of education
  9. 9. Why is Virtual Reality important in Education?It has been beneficial in aiding children with reportingbullying incidents and confronting various social situations.Kids are hesitant to report bullying face-to-face, but they aremore likely to act out different social situations in a virtualworld.When kids feel safe at school, they are better able toconcentrate on school work.http://sj.sunne.ws/2011/12/08/center-for-family-guidance-uses-virtual-reality-
  10. 10. Incorporating multitasking in a positive way. The current generation of teens and pre-teens use multitasking on a daily basis. Virtual reality is a good way to get kids involved in projects and literature in an interesting way. http://www.amle.org/Publications/MiddleSchoolJournal/Articles/January2012
  11. 11. Abstract concepts and ideasVirtual Reality is useful in aiding students in subjects whereabstract concepts and ideas are present.For example, math and science are two subjects wheremany concepts cannot be physically seen when using penciland paper alone. Using virtual reality allows the student togain comprehension in abstract ideas.http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/8814
  12. 12. Provides an interactive and engaging environment.Students often grow tired of boring lectures and doing thesame traditional projects and assignments. VR allows thestudent to become a part of the lesson and interject himselfinto the world of learning.Students are able to discover answers for themselvesinstead of simply being told the answers by their teachers.http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/62496574?accountid=14787
  13. 13. Second Life as a teaching toolhttp://www.wcu.edu/ceap/houghton/mm/ch6/second_life.html
  14. 14. Projects for camp• Diversity Simulation – the students get to virtually have the experiences of another person. This is a lesson that can be implemented in a social studies lesson to teach diversity to students. It can also be used as an anti-bullying technique so that students can literally get to see what it is like to become another person.• Geometry Treasure Hunt – the students divide into two teams. One team designs the treasure hunt from one point of the school to another. The other team has to execute the treasure hunt. Both teams will be using geometry to design and execute the treasure hunts.• http://vhil.stanford.edu/projects/
  15. 15. Gaming is Fun - The Implications for using gaming ineducation and our camp for this population is obvious andresearched.The motivation to play with friends in a collaborative settinghas positive implications for education toincrease 21st Century learning skills.Jesús Trespalacios, Chamberlin, B., & Rachel, R. G. (2011). Collaboration, engagement & fun: How youth preferences invideo gaming can inform 21st century education. TechTrends, 55(6), 49-54. doi: http://dx.doi.org/10.1007/s11528-011-0541-5
  16. 16. Why is Gaming important to be integrated into our Creative Camp This population is considered the gamer-generation or net- generation. They have grown up with computer games and other technology. We can engage them in this technology. Gaming offers active participation, social interaction, collaboration, and technology usage in general. This generation responds to this type of education. Gamers who play strategy games score higher on actively open-minded thinking. Involvement in gaming is associated with higher open-minded thinking. There is a direct relationship between gaming and critical thinking.• G. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/881463870?accountid=14787• Sue, & Logan. (2011). Gamers and gaming context: Relationships to critical thinking. British Journal of Educational Technology, 42(5), 842-849. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/898325484?accountid=14787
  17. 17. And, let’s not forget the popularity of gaming, especially in the U.S. According to PricewaterhouseCoopers (PwC), a consulting firm, the global video-game market was worth around $56 billion last year, and has grown by over 60% since 2006, when the Nintendo Wii console was launched. The gaming industry is more than twice the size of the recorded-musicindustry, nearly a quarter more than the magazine business and about three-fifths the size of the film industry. PwC predicts that video games will be the fastest-growing form of media over the next fewyears, with sales rising to $82 billion by 2015. The biggest market is America, whose consumers this year are expected to spend $14.1 billion on games, mostly on the console variety. Here’s the forecast for the next 4 years: • Shoot ‘em up: Video games will be the fastest-growing form of media. (2011, December 9). Retrieved from http://www.economist.com/blogs/graphicdetail/2011/12/daily-chart-0
  18. 18. Projects for GamingFirst, the camper will play a single-user educational game tofamiliarize themselves with gaming, directions, game set up,the controller, and the technology.Second, the camper will engage in a multi-player game wherethey interact, communicate, collaborate, and compete.Then, most importantly, the camper will then create a videogame using Game Salad software, each student will start withdifferent template for their game and then add special rules,and directions, to customize them. The child will be able toupload their game into a thumb drive to download on theircomputer, iPhones, iPads, iPods, or cell phones for futurepersonal use and at home use.
  19. 19. Gaming concepts and ideas The use of games in educational contexts has recently received growing attention and more usage for learning. They offer digital-age literacy, inventive thinking, effective communication, and high productivity. Effective communication is defined by teaming and collaboration, interpersonal skills, personal responsibility, social and civic responsibility, and interactive communication. Games help to teach understanding content and directions, following directions, and scaffolding their learning in a technological environment. Results shows that middle school students prefer to work in groups motivated by companionship, collaboration, competition, and challenge, all of which are offered in gaming.• Hui-Yin, & Shiang-Kwei. (2010). Using gaming literacies to cultivate new literacies. Simulation & Gaming, 41(3), 400-417. Retrieved from http://ezproxy.lib.uwf.edu/login? url=http://search.proquest.com/docview/742860773?accountid=14787• Jesus, & Barbara. (2011). Collaboration, engagement & fun: How youth preferences in video gaming can inform 21st century education. TechTrends: Linking Research and Practice to Improve Learning, 55(6), 49- 54. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/964179627?accountid=14787

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