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Video Games And Virtual Worlds: Implications for Education


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Presentation delivered to UNCW's Technology Experiences for Teachers graduate course.
-by Lucas Gillispie,

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Video Games And Virtual Worlds: Implications for Education

  1. 1. VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie -
  2. 2. Video Games and the Students Who Play Them
  3. 3. The Video Game Industry <ul><li>In January of 2008, the ESA (Entertainment Software Association) released its annual report. They found the following: </li></ul><ul><li>267.8 million units sold in 2007. ($9.5 billion in revenue) </li></ul><ul><li>Nine games sold every second in 2007. </li></ul><ul><li>First-day sales of Halo 3 outsold first-day ticket sales of Spiderman 3 and the first-day sales of the final book in the Harry Potter series. </li></ul>© 2008 Bungie, LLC. All rights reserved The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from .
  4. 4. People Who Play Video Games <ul><li>65% of American households play computer and video games. </li></ul><ul><li>The average game player is 35 and has been playing games for 13 years. </li></ul><ul><li>40% of all gamers are women over 18 (and growing). </li></ul><ul><li>38% of homes have at least one console (Xbox, Playstation, Nintendo). </li></ul>The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from . Photo from
  5. 5. Digital Natives <ul><li>Today’s students have never known a time without: The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo… </li></ul><ul><li>A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games. </li></ul><ul><li>Their brains work differently. </li></ul>,%20Digital%20Immigrants%20-%20Part1.pdf.
  6. 6. Digital Natives “ When I go to school, I have to power down.” -Student Photo from:
  7. 7. How Do We Engage Digital Natives? They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo: Educating The Net Generation -
  8. 8. The “Social Collaborative”
  9. 9. <ul><li>A Step In The Right Direction </li></ul>Dimension-M
  10. 10. Dimension-M : The Game <ul><li>3-D, Single or Multi-player, first-person shooter. </li></ul><ul><li>Focuses on pre-Algebra and Algebra. </li></ul><ul><li>Mission-based. </li></ul><ul><li>Integrated math help. </li></ul><ul><li>Engaging story. </li></ul><ul><li>Customizable experience. </li></ul>
  11. 11. Dimension-M : My Research <ul><li>Does playing Dimension-M affect student achievement? </li></ul><ul><li>Does playing Dimension-M impact student attitude? </li></ul><ul><li>What role does gender play? </li></ul>
  12. 12. Dimension-M : My Research <ul><li>Significant impact on student learning. </li></ul><ul><ul><li>Average scores rose from 46% to 63% from the game alone. </li></ul></ul><ul><li>No significant impact on student attitude. </li></ul><ul><li>Gender does not seem to play a role. </li></ul>
  13. 13. Dimension-M : My Observations <ul><li>Engagement! </li></ul><ul><li>Students’ ease in maneuvering through the environment rapidly improved over a short time. </li></ul><ul><li>Students don’t mind re-playing. </li></ul><ul><li>Competition adds a layer of motivation. </li></ul><ul><li>A potential tool for ELL (English-language learners) students. </li></ul><ul><li>Students began putting their headphones around their necks so they could collaborate on the single player missions. </li></ul>
  14. 14. <ul><li>Where “Edu-Gaming” Needs To Go… </li></ul>Virtual Worlds
  15. 15. What is a Virtual World? <ul><li>Often persistent. (24/7) </li></ul><ul><li>Players/Users exist in the world through “avatars.” </li></ul><ul><li>Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life). </li></ul><ul><li>Highly collaborative! </li></ul>Pender County School’s Second Life Island Scene from Warhammer Online
  16. 16. Extreme Engagement! Warhammer Online Screenshot Students are leading people from around the world (often 40 or more) to accomplish collective goals. These events take planning, coordination, and decision-making skills.
  17. 17. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  18. 18. A Level Playing Field – Who are They Playing With? Source: They are collaborating, online, with people from all over the world. Differences in race, age, gender, and nationality are no longer an issue. Teacher Ph.D. Candidate Stay-at-home Mom County Sheriff Researcher Business Owner Editor for the Senate Produce Clerk Business Analyst Instructional Technology Coordinator Technology Engineer Quality Assurance Supervisor Water/Sewer Technician College Student University Admissions Representative Director of IT Network Administrator Protestant Minister
  19. 19. <ul><li>An example of an MMORPG played by students. </li></ul>Warhammer Online Demonstration
  20. 20. What if? <ul><li>… we called them quests instead of lessons? </li></ul><ul><li>… students had access to the tools they need to find out what they want to know? </li></ul><ul><li>… we scaled the challenge of learning based on students’ achievements? </li></ul><ul><li>… provided opportunities for students to form collaborative learning communities? </li></ul><ul><li>… learning was this much fun? </li></ul>
  21. 21. <ul><li>Your opportunity to experience a virtual world. </li></ul>Second Life Demo
  22. 22. Reading Material
  23. 23. <ul><li> </li></ul><ul><li> </li></ul><ul><li> </li></ul><ul><li> </li></ul><ul><li> </li></ul>Edu-Gaming Websites Lucas Gillispie -
  24. 24. <ul><li>Visit: </li></ul>For More Resources: Lucas Gillispie -