Engaging Games Storyboard - 8842


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Storyboard for engaging games using game s to engage students in STEM

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Engaging Games Storyboard - 8842

  1. 1. Slide 1 Enaging Games-Using games to engage student in STEM Create opening with Date : 1/8/2012 1.[insert opening image of conference website – cross Script: 1.Welcome to the keynote session of between the ISTE website, TCEA website, and STEM in Gaming for STEMLearning Education Conference (Australia). With my SL avatar 2012, an international conference displaying the speaking in foreground to stage left – never tried this, it latest games for learning with may not work.] relevant speakers, bleeding- edge STEM games, 400 SL Hoshi Island concurrent sessions, 500 Open with saying there have always been games poster sessions, and 900 exhibitor booths all in eautiful Virtual Medical Doctor – the present downtown Philadelphia, the The Stomach Museum city of brotherly love. Virtual CT Scanner Room Virtual 3D Medical DioramaNotes: This is a purely fictitious conference that only lives in my imagination. Music track with no vocals will play underneath
  2. 2. Slide 2 : Date1/8/2012 Text Script: Screenshots of careers related to STEM – 3-5 each STEM education is a randomly interspersed, interval = ?? Transitions in current focus in this country and between ->movement all while I am narrating using live the film of avatar economic competitiveness of the nation may be a. medicine - determined by the ability b.marine biology of future generations to compete on the global c.POLARTrec scientists stage in d. engineering science, technology, engin eering, e. math and mathematics careers. Audrey Watters (2012) predicts in a recent article that game-based learning will proliferate in 2012.Notes: Research: why STEM education is important
  3. 3. Slide 3 : Date: 1/8/2012 Text 3. Screenshots of research journals, research universities 3. Current (for example RICE), conferences [GED, VWBPE, ISTE (get Research outsourced clips from last year)] foundationNotes:
  4. 4. Slide 4 : Date: 1/8/2012 Text 1. Headshot of Mihaly (if available) Script: 2. Video of Shippensburg University students playing In the 1970s, Mihály games in game room in a dorm (return to campus end Csíkszentmihályi described the condition of January) of complete focus on a 3. Board games (live video) task as flow. Digital games have the ability 4. Basketball games (live video of a game, SSVC game to engage players in if I can find it) flow, described as “the ability to keep people in 5. Football games (take video if possible, may have to their seats for hour splice in outsourced clip) after hour, day after day, at rapt attention” 6. Video games – Chet, Sam, Nik (live here, can be live by Prensky (2003, p.1). video) This learning environment is superior to the industrial age education our systems are currently offering most students in K-20 in this country.Notes:
  5. 5. Slide 5 : Date 1/8/2012 Text Screenshots of advocates with any pertinent research: Discuss advocates of 1. Jane McGonigal talking about games in education games in education: 2. Ali Carr-Chellman talking about engaging boys in Jane McGonigal education Ali Carr-Chellman Tom Chatfield 3. Tom Chatfield discusses the power of games to Kae Novik enagage players in a state of flow. Rurik Nackerud 4. Kae Novik, Rurik Nackerud, and Chris Luchs ? Chris Luchs Bronwyn Stuckey 5. Shannon Sullivan gave a presentation about Global Idit Harel Caperton STEM Education through Game Design 6. Idit Harel Caperton- Globaloria STEM game design 7. Bronwyn Stuckey – Minecraft 8. Meghan Hearn and Matthew C. Winner – Wii Learning 9. Thierry Robert – gamification for learningNotes:
  6. 6. Slide 6 : Date: 1/8/2012 Text 1. Images of iPhone, iPad, mp3 player, laptop, kindle, Wii. Mindshift identified three trends in the 2. Images of learner-centered curriculums like Montessori future of education: (down the road if open for live video or take outside clips 1. Digital delivery 2. Interest-driven then intersperse with online material. I think they will 3. Content – this is allow me to video if I take back of heads only.). where critical thinking, communi 3. Images of video games dealing with STEM topics. cation, and collaboration enter. Games are an effective way to impart these skills.Notes:
  7. 7. Slide 7 : Date: 1/8/2012 Text 1. Graph of # employers seeking scientifically and The reasons for STEM education in higher mathematically well prepared employees entering the education. Quote workforce. Dewey re purpose of education. 2. Graph listing reasons employers want scientifically and mathematically well prepared employees in their organizations.Notes:
  8. 8. Slide 8 : Date: 1/8/2012 Text Introduce today’s speaker, Dean Groom. Dean is an outspoken Headshot of speaker, followed by initiatives promoter for using digital technologies in education. He has keynoted at conferences around the world, most notably at [list these]. Dean … [clearly unfinished. He gave a great keynote in SL last year (I was helping to moderate) from his yacht on some coral reef, & the recording is lost.]Notes:
  9. 9. Slide 9 : Date: 1/8/2012 Text Clip of Middle School Student stating “Education really In conclusion slide – summary of needs an upgrade.” Peggy Sheehy findings, conclusions, a ction points to move forward with gaming + STEMNotes:
  10. 10. Slide = Last -> References : Date: 1/8/2012 Text Credits- totally unfinished, but will scroll at end of film Watters, A. (2012, January). 12 Education Tech Trends to Nothing spoken here, maybe turn up volume Watch in 2012. Mindshift: How we will learn. Retrieved of music at end from http://mindshift.kqed.org/2012/01/12-education-tech- trends-to-watch-in-2012/Notes: