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Level Up!


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A quick overview of games and learning focusing on rationale, terminology, and industry statistics.

Published in: Education
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Level Up!

  1. 1. Educator/Gamer Twitter: lucasgillispie
  2. 2.
  3. 3. Is this what comes to mind when you think, “gamer?”
  4. 4. “People of all ages play video games. There is no longer a ‘stereotype game player,’ but instead a game player could be your grandparent, your boss, or even your professor.” —Jason Allaire, Ph.D., associate professor of psychology at North Carolina State University and co-director of the Gains Through Gaming Lab
  5. 5. Average age of a gamer: years old.
  6. 6. Percentage of all gamers who are boys under 18 years old: Percentage of all gamers who are women over 18 years old:
  7. 7. Video Game Industry Revenues in 2014: Movie Industry Revenues in 2014:
  8. 8. Today’s games have moved far beyond the coin-operated experiences that many of us had growing up.
  9. 9. Storytelling in games grew deeper and more complex.
  10. 10. Challenges became increasingly complex.
  11. 11. Playing with friends has gone from this…
  12. 12. to this…
  13. 13. to even this!
  14. 14. “We’ve come a long way since Pac-Man.”
  15. 15. “Video games are complex systems composed of rules that interact. Gamers must think like a designer and form hypotheses about how the rules interact so they can accomplish goals and even bring about emergent results. Thinking like a designer in order to understand systems is a core 21st-century skill.” — Dr. James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University
  16. 16. “Games offer immediate feedback, you can see your progress, you can try something and be frustrated but later learn more that’s why game play is so engaging to us.” —Barbara Chamberlin, project director at the New Mexico State University Learning Games Lab
  17. 17. A broad term! Essentially, game play with learning outcomes. (GBL)
  18. 18. A game designed specifically for educational purposes.
  19. 19. Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Entertainment is not the primary focus.
  20. 20. A movement that aims to use digital games to promote social change.
  21. 21. The application of game mechanics and/or game-thinking to non-game situations.
  22. 22. “Commercial, off-the-shelf games.” Often used when discussing entertainment games in a learning context.