Jeffrey Piontek
Imagine as if I was speaking to you today…
… from the point of view…
… of our children
WHAT CAN  YOU DO FOR  US?
“ You can give us 21 st  Century Tools!”
We are growing up during a VERY DIFFICULT TRANSITION
The “Multiple Intelligences” 􀂄  Educators have historically focused on an intelligence quotient test based on verbal and mathematical skills. 􀂄  Intelligence was spoken of in the singular, i.e. one intelligence 􀂄  Educators emphasized enhancing IQ by enhancing verbal and mathematical skills.
 
 
What are Computer Games? 1970 Small 2-dimensional Reaction speed Individual Hard-core gamers Now Large Virtual environment Strategic insight Groups General public
Many different genres –  Arcade/racing –  Casual games –  Strategy –  Shooters –  Simulators –  Sport games •  Different devices –  Consoles –  PC –  Handhelds –  Mobile phones
FOR MOST OF US, OUR BIGGEST NEED IS NOT BETTER CONTENT
WE NEED BETTER UNDERSTANDING & 21 st  CENTURY  SKILLS
OUR TEACHERS CAN PROVIDE US WITH BETTER UNDERSTANDING
BUT WE CAN’T GET 21 ST  CENTURY SKILLS from our TEACHERS
THEY DON’T HAVE  THEM!  (most of them at least)
EVEN IF YOU “ RETRAIN” THEM!
WHY?
BECAUSE WE ARE THE
Digital Natives
Net Gen experience base  Ctrl + Alt + Del is as basic as ABC They have never been able to find the “return” key Computers have always fit in their backpacks They have always had a personal identification number Photographs have always been processed in an hour or less Bert and Ernie are old enough to be their parents Gas has always been unleaded Rogaine has always been available for the follicularly challengedh --Beloit College, 2003, 2004
10,000 hours Video Games 250,000 emails 10,000 hours on cell phones 20,000 hours TV (incl. MTV) 500,000 commercials < 5000 hours book reading
2 billion ring tones per year 2 billion songs + movies per month 3 billion text messages per day
OUR TEACHERS, HOWEVER, ARE MOSTLY…
Digital Immigrants
TO US THEY HAVE A DIGITAL IMMIGRANT ACCENT
AND MOST OF THEM DON’T UNDERSTAND THE NEW TECHNOLOGIES OR EVEN THE LANGUAGE
BTW, SOL U WL problE hav 2 Lern d lingo. othRwIz U wiL hav knO idea wot yor students R sAN 2 1 NothA Bhind yor bak. By the way, sooner or later you will probably have to learn the lingo. Otherwise you will have know idea what your students are saying to one another behind your back.
Digital Immigrants Digital Natives
FOR A LOT OF WHAT WE NEED OUR DIGITAL IMMIGRANT TEACHERS CANNOT HELP US MUCH
and DIGITAL NATIVE teachers WILL NOT TRULY BE THERE
UNTIL WE GROW UP AND BECOME THEM!
TO GO  BEYOND OUR TEACHERS’ ABILITY AND KNOWLEDGE
AND TO SUCCEED IN THE 21 ST  CENTURY
In School Outside School
Out of School we are EMPOWERED
“ Whenever I go to school I have to  ‘power down’ ” –  a high school kid
GOOD TOOLS   EMPOWER US AS LEARNERS
“ On the Internet you can play games, you can check your mail, you can talk to your friends, you can buy things, and you can look up things that you really like.”  –  A High School Student
The  e-Life   Communicating email, IM, chat  Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data Searching Info, connections, people Analyzing SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing Coordinating Projects, workgroups, MMORPGs Evaluating Reputation systems–Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors Digital Natives
POWERED By Our INTERESTS
HERE’S HOW YOU CAN EMPOWER US
Help us take advantage of the computers we already have… …  in our pockets!
Always in our pocket Powerful and inexpensive Communication-first devices Full-featured  e.g. Cameras, GPS, internet Easy to download content into Open to external input & output CELL PHONES ARE: Missing:  Imagination & Funding
GIVE US GAME-TOOLS TO ENGAGE US
WE  KNOW GAMES PRODUCE   LEARNING WITH ENGAGEMENT
WE WANT TO LEARN WITH ENGAGEMENT  ALL THE TIME
WE WANT GAMES NOT BECAUSE THEY ARE GAMES, BUT BECAUSE THEY’RE THE MOST ENGAGING INTELLECTUAL THING WE HAVE…
… AND WE KNOW HOW MUCH WE LEARN FROM THEM!
IN FACT,  LEARNING IS THE  BIG SECRET REASON WE PLAY GAMES!
Why Games Engage Us Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story Enjoyment and Pleasure Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion
1.  Doing and reflecting 2.        Appreciating good design 3.        Seeing interrelationships 4.        Mastering game language 5.        Relating the game world to other worlds 6.        Taking risks with reduced consequences 7.        Putting out effort because they care 8.        Combining multiple identities 9.        Watching their own behavior 10.     Getting more out than what they put in 11.     Being rewarded for achievement 12.     Being encouraged to practice 13.     Having to master new skills at each level 14.     Tasks being neither too easy nor too hard. 15.     Doing, thinking and strategizing 16.     Getting to do things their own way 17.     Discovering meaning 18.     Reading in context 19.     Relating information 20.     Meshing information from multiple media 21.     Understanding how knowledge is stored 22.     Thinking intuitively 23.     Practicing in a simplified setting 24.     Being led from easy problems to harder ones 25.     Mastering upfront things needed later 26.     Repeating basic skills in many games 27.     Receiving information just when it is needed 28.     Trying rather than following instructions 29.     Applying learning from problems to later ones 30.     Thinking about the game and the real world 31.     Thinking about the game and how they learn 32.     Thinking about the games and their culture 33.     Finding meaning in all parts of the game  34.     Sharing with other players 35.     Being part of the gaming world 36.     Helping others and modifying games,  in addition to just playing. Why We Learn From Games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy
visual selective attention multiple task processing  rule understanding strategy morality ethics  identity  flow  traditional literacy  digital literacy  new media literacy  concentration social skills stress relief  scientific thinking  intellectual development  affective development  social development  transfer  comprehension skills  academic skills strategies & procedures  use of symbols  problem solving  sequence learning deductive reasoning What We Learn from Games Areas various researchers claim are improved by Playing Video Games
What We Learn from Games (simplified) How  (to do things)   What  (Rules) Why  (Strategy) Where  (Environment) When / Whether  (Ethics)
 
Science Today, with students creating their own learning
Students design, program, and animate their own games. This is STEM meets creativity. It develops: - Mathematical/logical thinking in programming. - Art skills to create the graphic and audio assets.  - Creative thinking to produce a compelling game.
Scratch and Curricula
In the future, much learning (and entertainment) will be in 3D worlds. Collaborating with the MIT Media Lab to combine the world’s best authoring tools with the world’s best 3D. Avatar Reality –(founded by Henk Rogers, Tetris) company in Honolulu – has leading solution currently being tested at Hawaii Technology Academy Students will be able to practice their Mandarin in magical ways, immersed in online Yuan Ming Yuan, ancient gardens full of mystical creatures and historical figures. One-to-one practice and dialogue with live students from Beijing, role-playing with you in the gardens. Children invent these worlds.
Practice your Mandarin in Yuan Ming Yuan
Talk and Role Play with Students in Beijing
Create Virtual Ecosystems
Design the algorithms that grow the flora and fauna.
Create  Worlds Create  Worlds
Design Future Vehicles
Design Future Cities
Future Sustainability
New Sports
New Robots
Research in new ways
Through Simulation, Conduct Experiments Too Dangerous or Too Expensive in the Real World
Gettysburg The New World Civilization III Pharaoh Medieval Total War Viking Invasion Rampage Across Britain Stronghold Crusader Caesar III The Age of Kings The Age of Empires The Rise of Nations Shogun Qin History Emergency Room Emergency Emergency EMT Vet Emergency Roller Coaster Tycoon Airport Tycoon Cruise Ship Tycoon Big Biz Tycoon,  Roller Coaster Tycoon Mall Tycoon Startup Theme Park Tycoon Zoo Tycoon Restaurant Empire Job Simulation Resource Mgmt Business Physicus Chemicus Green Globs and Graphing Equations  Math-Science Commercial-off-the-Shelf (COTS) Games Virtual Leader Trader Objection! Strategy Co-Pilot Marketing Co-Pilot Sales Co-Pilot Virtual U
Revolution Eyewitness Spanish Inquisition Qin Making History Tropical America Mass Balance City Planning Corporate Greed Power Politics The Political machine President Forever Quandries (Ethics) Sim Health Balance of Power Social Studies Building a Home Entertech ReaL Lives Virtual U. Incident Commander Road Quiz Streetwise Flood Ranger Park Ranger Waterbusters Job Simulation Resource Mgmt Language The Algebots The Monkey Wrench Conspiracy Environmental Detectives Supercharged Rapunsel Kinetic City Mission Max National Geographic Space Station Sim Project Connect Nitrogenius Episims Math-Science Custom Games English Taxi Listening Skills Achieve Now Slide Prospero’s Island
“ We have learned to   &quot;play school.&quot;    We study the right facts the night before the test so we achieve a passing grade and thus become a successful student.” –  A high school student
It’s not attention deficit –  I’m just not listening!
GAME DESIGN IS CRUCIAL TO MOTIVATION AND ENGAGEMENT
KEY THINGS ABOUT GAME DESIGN: FOCUS IS ON THE USER’S ENGAGEMENT DECISIONS COME REALLY FREQUENTLY GAMEPLAY TRUMPS EYE CANDY!
Eye Candy
Gameplay! includes Continuous decision making Good pacing Complexity Important choices Immediate feedback Adapting to the player’s skills
Engagement Focus Mode Decisions Frequent and important  Gameplay  Content Relatively Rare Presentation Game Design Curriculum Design
It’s where  Art MEETS Science
We CAN’T USE TRADITIONAL PEDAGOGY
“ Beat the Game, Pass the Course”
Game  Examples
“ Logical Journey of the Zoombinis” Elementary:  Logical Thinking In Stores.  Also: “ Lemmings” “ The Incredible Machine”
“ Rapunzel” Elementary:  Programming From NYU www.maryflanagan.com/rapunsel
“ The Typing of the Dead” Middle School:  Keyboarding In Stores
“ The ESP Game” © 2004 Carnegie-Mellon Middle School:  Language From Carnegie-Mellon http://www.espgame.org/cgi-bin/login
“ English Taxi” Middle School:  Language (ESL) From Desq http://www.desq.co.uk/
“ The Algebots” Middle School:  Algebra Coming, from Games2train.com and DigitalMultiplier.org http://www.games2train.com/games/algebots/thealgebots.html
Middle School:  Science “Space Station SIM” (NASA) Coming, from GRS Games http://www.grsgames.com/products/game1/DGoals.html
“ Revolution” High School:  Social Studies  From The Education Arcade at MIT http://www.educationarcade.org/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=9&page=1
“ Tropical America” High School:  Social Studies Available Online http://www.tropicalamerica.com/
“ Making History” High School:  Social Studies Coming, from Muzzy Lane Software http://www.muzzylane.com/products/making-history.htm
“ Eyewitness” ( Nanking Massacre) High School:  Social Studies Coming (free download) http://www.mic.polyu.edu.hk/nanjing/index.asp
“ Under Siege” (Palestinian Freedom Fighters Game) High School:  Social Studies  Available for download http://www.underash.net/
“ The Monkey Wrench Conspiracy” GAME 3 levels, save station TASKS 30 graded, w/self-evals HS:  Mechanical Design
Immune Attack (NIH) High School:  Biology, Virology Design Only http://www.educationarcade.org/gtt/Virus/Intro.htm Created using SCRATCH Replicate (MIT)
High School:  Law “Objection!” Online demo available http://www.objection.com/
“ Virtual Leader” (Interpersonal Relationships) High School:  Business For Sale at http://www.simulearn.net/SimuLearn/simulearn_home_page.htm
“ Airline Tycoon” High School:  Business In Stores (along with  Casino Tycoon, Cruise Ship Tycoon, Big Biz Tycoon,  Roller Coaster Tycoon, Mall Tycoon, Railroad Tycoon,  School Tycoon, Theme Park Tycoon, Zoo Tycoon,  and  Restaurant Empire . )
“ Start-Up,”  “ Capitalism,” etc.  High School:  Business Available soon Ulua Media
“ Environmental  Detectives” HS-AP:  Environmental Science Available From MIT http://cms.mit.edu/games/education/Handheld/Intro.htm
“ Supercharged” HS-AP:  Physics Available From MIT http://www.educationarcade.org/gtt/EM/Intro.htm
Education Health and Wellness Public Policy Military Political and Social Advertising COTS REFERENCE www.socialimpactgames.com
Digital Immigrants Digital Natives
[email_address] The book is available for  purchase at booth 1140

Gaming In Education2

  • 1.
  • 2.
    Imagine as ifI was speaking to you today…
  • 3.
    … from thepoint of view…
  • 4.
    … of ourchildren
  • 5.
    WHAT CAN YOU DO FOR US?
  • 6.
    “ You cangive us 21 st Century Tools!”
  • 7.
    We are growingup during a VERY DIFFICULT TRANSITION
  • 8.
    The “Multiple Intelligences”􀂄 Educators have historically focused on an intelligence quotient test based on verbal and mathematical skills. 􀂄 Intelligence was spoken of in the singular, i.e. one intelligence 􀂄 Educators emphasized enhancing IQ by enhancing verbal and mathematical skills.
  • 9.
  • 10.
  • 11.
    What are ComputerGames? 1970 Small 2-dimensional Reaction speed Individual Hard-core gamers Now Large Virtual environment Strategic insight Groups General public
  • 12.
    Many different genres– Arcade/racing – Casual games – Strategy – Shooters – Simulators – Sport games • Different devices – Consoles – PC – Handhelds – Mobile phones
  • 13.
    FOR MOST OFUS, OUR BIGGEST NEED IS NOT BETTER CONTENT
  • 14.
    WE NEED BETTERUNDERSTANDING & 21 st CENTURY SKILLS
  • 15.
    OUR TEACHERS CANPROVIDE US WITH BETTER UNDERSTANDING
  • 16.
    BUT WE CAN’TGET 21 ST CENTURY SKILLS from our TEACHERS
  • 17.
    THEY DON’T HAVE THEM! (most of them at least)
  • 18.
    EVEN IF YOU“ RETRAIN” THEM!
  • 19.
  • 20.
  • 21.
  • 22.
    Net Gen experiencebase Ctrl + Alt + Del is as basic as ABC They have never been able to find the “return” key Computers have always fit in their backpacks They have always had a personal identification number Photographs have always been processed in an hour or less Bert and Ernie are old enough to be their parents Gas has always been unleaded Rogaine has always been available for the follicularly challengedh --Beloit College, 2003, 2004
  • 23.
    10,000 hours VideoGames 250,000 emails 10,000 hours on cell phones 20,000 hours TV (incl. MTV) 500,000 commercials < 5000 hours book reading
  • 24.
    2 billion ringtones per year 2 billion songs + movies per month 3 billion text messages per day
  • 25.
  • 26.
  • 27.
    TO US THEYHAVE A DIGITAL IMMIGRANT ACCENT
  • 28.
    AND MOST OFTHEM DON’T UNDERSTAND THE NEW TECHNOLOGIES OR EVEN THE LANGUAGE
  • 29.
    BTW, SOL UWL problE hav 2 Lern d lingo. othRwIz U wiL hav knO idea wot yor students R sAN 2 1 NothA Bhind yor bak. By the way, sooner or later you will probably have to learn the lingo. Otherwise you will have know idea what your students are saying to one another behind your back.
  • 30.
  • 31.
    FOR A LOTOF WHAT WE NEED OUR DIGITAL IMMIGRANT TEACHERS CANNOT HELP US MUCH
  • 32.
    and DIGITAL NATIVEteachers WILL NOT TRULY BE THERE
  • 33.
    UNTIL WE GROWUP AND BECOME THEM!
  • 34.
    TO GO BEYOND OUR TEACHERS’ ABILITY AND KNOWLEDGE
  • 35.
    AND TO SUCCEEDIN THE 21 ST CENTURY
  • 36.
  • 37.
    Out of Schoolwe are EMPOWERED
  • 38.
    “ Whenever Igo to school I have to ‘power down’ ” – a high school kid
  • 39.
    GOOD TOOLS EMPOWER US AS LEARNERS
  • 40.
    “ On theInternet you can play games, you can check your mail, you can talk to your friends, you can buy things, and you can look up things that you really like.” – A High School Student
  • 41.
    The e-Life Communicating email, IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data Searching Info, connections, people Analyzing SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing Coordinating Projects, workgroups, MMORPGs Evaluating Reputation systems–Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors Digital Natives
  • 42.
    POWERED By OurINTERESTS
  • 43.
    HERE’S HOW YOUCAN EMPOWER US
  • 44.
    Help us takeadvantage of the computers we already have… … in our pockets!
  • 45.
    Always in ourpocket Powerful and inexpensive Communication-first devices Full-featured e.g. Cameras, GPS, internet Easy to download content into Open to external input & output CELL PHONES ARE: Missing: Imagination & Funding
  • 46.
    GIVE US GAME-TOOLSTO ENGAGE US
  • 47.
    WE KNOWGAMES PRODUCE LEARNING WITH ENGAGEMENT
  • 48.
    WE WANT TOLEARN WITH ENGAGEMENT ALL THE TIME
  • 49.
    WE WANT GAMESNOT BECAUSE THEY ARE GAMES, BUT BECAUSE THEY’RE THE MOST ENGAGING INTELLECTUAL THING WE HAVE…
  • 50.
    … AND WEKNOW HOW MUCH WE LEARN FROM THEM!
  • 51.
    IN FACT, LEARNING IS THE BIG SECRET REASON WE PLAY GAMES!
  • 52.
    Why Games EngageUs Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story Enjoyment and Pleasure Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion
  • 53.
    1. Doingand reflecting 2.        Appreciating good design 3.        Seeing interrelationships 4.        Mastering game language 5.        Relating the game world to other worlds 6.        Taking risks with reduced consequences 7.        Putting out effort because they care 8.        Combining multiple identities 9.        Watching their own behavior 10.     Getting more out than what they put in 11.     Being rewarded for achievement 12.     Being encouraged to practice 13.     Having to master new skills at each level 14.     Tasks being neither too easy nor too hard. 15.     Doing, thinking and strategizing 16.     Getting to do things their own way 17.     Discovering meaning 18.     Reading in context 19.     Relating information 20.     Meshing information from multiple media 21.     Understanding how knowledge is stored 22.     Thinking intuitively 23.     Practicing in a simplified setting 24.     Being led from easy problems to harder ones 25.     Mastering upfront things needed later 26.     Repeating basic skills in many games 27.     Receiving information just when it is needed 28.     Trying rather than following instructions 29.     Applying learning from problems to later ones 30.     Thinking about the game and the real world 31.     Thinking about the game and how they learn 32.     Thinking about the games and their culture 33.     Finding meaning in all parts of the game 34.     Sharing with other players 35.     Being part of the gaming world 36.     Helping others and modifying games, in addition to just playing. Why We Learn From Games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy
  • 54.
    visual selective attentionmultiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies & procedures use of symbols problem solving sequence learning deductive reasoning What We Learn from Games Areas various researchers claim are improved by Playing Video Games
  • 55.
    What We Learnfrom Games (simplified) How (to do things) What (Rules) Why (Strategy) Where (Environment) When / Whether (Ethics)
  • 56.
  • 57.
    Science Today, withstudents creating their own learning
  • 58.
    Students design, program,and animate their own games. This is STEM meets creativity. It develops: - Mathematical/logical thinking in programming. - Art skills to create the graphic and audio assets. - Creative thinking to produce a compelling game.
  • 59.
  • 60.
    In the future,much learning (and entertainment) will be in 3D worlds. Collaborating with the MIT Media Lab to combine the world’s best authoring tools with the world’s best 3D. Avatar Reality –(founded by Henk Rogers, Tetris) company in Honolulu – has leading solution currently being tested at Hawaii Technology Academy Students will be able to practice their Mandarin in magical ways, immersed in online Yuan Ming Yuan, ancient gardens full of mystical creatures and historical figures. One-to-one practice and dialogue with live students from Beijing, role-playing with you in the gardens. Children invent these worlds.
  • 61.
    Practice your Mandarinin Yuan Ming Yuan
  • 62.
    Talk and RolePlay with Students in Beijing
  • 63.
  • 64.
    Design the algorithmsthat grow the flora and fauna.
  • 65.
    Create WorldsCreate Worlds
  • 66.
  • 67.
  • 68.
  • 69.
  • 70.
  • 71.
  • 72.
    Through Simulation, ConductExperiments Too Dangerous or Too Expensive in the Real World
  • 73.
    Gettysburg The NewWorld Civilization III Pharaoh Medieval Total War Viking Invasion Rampage Across Britain Stronghold Crusader Caesar III The Age of Kings The Age of Empires The Rise of Nations Shogun Qin History Emergency Room Emergency Emergency EMT Vet Emergency Roller Coaster Tycoon Airport Tycoon Cruise Ship Tycoon Big Biz Tycoon, Roller Coaster Tycoon Mall Tycoon Startup Theme Park Tycoon Zoo Tycoon Restaurant Empire Job Simulation Resource Mgmt Business Physicus Chemicus Green Globs and Graphing Equations Math-Science Commercial-off-the-Shelf (COTS) Games Virtual Leader Trader Objection! Strategy Co-Pilot Marketing Co-Pilot Sales Co-Pilot Virtual U
  • 74.
    Revolution Eyewitness SpanishInquisition Qin Making History Tropical America Mass Balance City Planning Corporate Greed Power Politics The Political machine President Forever Quandries (Ethics) Sim Health Balance of Power Social Studies Building a Home Entertech ReaL Lives Virtual U. Incident Commander Road Quiz Streetwise Flood Ranger Park Ranger Waterbusters Job Simulation Resource Mgmt Language The Algebots The Monkey Wrench Conspiracy Environmental Detectives Supercharged Rapunsel Kinetic City Mission Max National Geographic Space Station Sim Project Connect Nitrogenius Episims Math-Science Custom Games English Taxi Listening Skills Achieve Now Slide Prospero’s Island
  • 75.
    “ We havelearned to &quot;play school.&quot;   We study the right facts the night before the test so we achieve a passing grade and thus become a successful student.” – A high school student
  • 76.
    It’s not attentiondeficit – I’m just not listening!
  • 77.
    GAME DESIGN ISCRUCIAL TO MOTIVATION AND ENGAGEMENT
  • 78.
    KEY THINGS ABOUTGAME DESIGN: FOCUS IS ON THE USER’S ENGAGEMENT DECISIONS COME REALLY FREQUENTLY GAMEPLAY TRUMPS EYE CANDY!
  • 79.
  • 80.
    Gameplay! includes Continuousdecision making Good pacing Complexity Important choices Immediate feedback Adapting to the player’s skills
  • 81.
    Engagement Focus ModeDecisions Frequent and important Gameplay Content Relatively Rare Presentation Game Design Curriculum Design
  • 82.
    It’s where Art MEETS Science
  • 83.
    We CAN’T USETRADITIONAL PEDAGOGY
  • 84.
    “ Beat theGame, Pass the Course”
  • 85.
  • 86.
    “ Logical Journeyof the Zoombinis” Elementary: Logical Thinking In Stores. Also: “ Lemmings” “ The Incredible Machine”
  • 87.
    “ Rapunzel” Elementary: Programming From NYU www.maryflanagan.com/rapunsel
  • 88.
    “ The Typingof the Dead” Middle School: Keyboarding In Stores
  • 89.
    “ The ESPGame” © 2004 Carnegie-Mellon Middle School: Language From Carnegie-Mellon http://www.espgame.org/cgi-bin/login
  • 90.
    “ English Taxi”Middle School: Language (ESL) From Desq http://www.desq.co.uk/
  • 91.
    “ The Algebots”Middle School: Algebra Coming, from Games2train.com and DigitalMultiplier.org http://www.games2train.com/games/algebots/thealgebots.html
  • 92.
    Middle School: Science “Space Station SIM” (NASA) Coming, from GRS Games http://www.grsgames.com/products/game1/DGoals.html
  • 93.
    “ Revolution” HighSchool: Social Studies From The Education Arcade at MIT http://www.educationarcade.org/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=9&page=1
  • 94.
    “ Tropical America”High School: Social Studies Available Online http://www.tropicalamerica.com/
  • 95.
    “ Making History”High School: Social Studies Coming, from Muzzy Lane Software http://www.muzzylane.com/products/making-history.htm
  • 96.
    “ Eyewitness” (Nanking Massacre) High School: Social Studies Coming (free download) http://www.mic.polyu.edu.hk/nanjing/index.asp
  • 97.
    “ Under Siege”(Palestinian Freedom Fighters Game) High School: Social Studies Available for download http://www.underash.net/
  • 98.
    “ The MonkeyWrench Conspiracy” GAME 3 levels, save station TASKS 30 graded, w/self-evals HS: Mechanical Design
  • 99.
    Immune Attack (NIH)High School: Biology, Virology Design Only http://www.educationarcade.org/gtt/Virus/Intro.htm Created using SCRATCH Replicate (MIT)
  • 100.
    High School: Law “Objection!” Online demo available http://www.objection.com/
  • 101.
    “ Virtual Leader”(Interpersonal Relationships) High School: Business For Sale at http://www.simulearn.net/SimuLearn/simulearn_home_page.htm
  • 102.
    “ Airline Tycoon”High School: Business In Stores (along with Casino Tycoon, Cruise Ship Tycoon, Big Biz Tycoon, Roller Coaster Tycoon, Mall Tycoon, Railroad Tycoon, School Tycoon, Theme Park Tycoon, Zoo Tycoon, and Restaurant Empire . )
  • 103.
    “ Start-Up,” “ Capitalism,” etc. High School: Business Available soon Ulua Media
  • 104.
    “ Environmental Detectives” HS-AP: Environmental Science Available From MIT http://cms.mit.edu/games/education/Handheld/Intro.htm
  • 105.
    “ Supercharged” HS-AP: Physics Available From MIT http://www.educationarcade.org/gtt/EM/Intro.htm
  • 106.
    Education Health andWellness Public Policy Military Political and Social Advertising COTS REFERENCE www.socialimpactgames.com
  • 107.
  • 108.
    [email_address] The bookis available for purchase at booth 1140