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How Games Teach Doug Adams ALTEC
Resources and Files ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why Games? ,[object Object]
Scientific American  Magazine  July, 1903 ,[object Object]
The Millennial Generation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Characteristics of Digital Natives ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Attitudes in the Millennial World ,[object Object],[object Object],[object Object]
What is a Game? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Simulations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Incidental Learning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Gaming in Education ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Gaming in Education ,[object Object],[object Object],[object Object]
How Games Teach ,[object Object],[object Object],[object Object]
How Games Teach ,[object Object],[object Object],[object Object],[object Object],[object Object]
How Games Teach ,[object Object],[object Object],[object Object],[object Object]
How Games Teach ,[object Object],[object Object],[object Object]
How Games Teach ,[object Object],[object Object],[object Object],[object Object]
Students retain… 90%  of what they learn when they teach someone else 5%  of what they’ve learned from a lecture 10%  of what they’ve learned from reading 20%  of what they’ve learned from audio-visual presentation 30%  of what they learn from a demonstration 50%  of what they learn when engaged in a discussion 75%  of what they learn by doing Source: NTL Institute for Applied Behavioral Science
Limitations of Games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Club Penguin
But how will people live in a world that is so…   VIRTUAL? ,[object Object],[C]hildren cope more easily with the new necessities of life, and new arrangements which perplexed their parents become habits easily borne.  Thus we may imagine future generations perfectly calm among a hundred telephones and sleeping sweetly while airships whizz among countless electric wires over their heads and a perpetual night traffic of motor cars hurtles past their bedroom windows.  As yet, our nervous systems are not so callous.
Doug Adams [email_address] http://altec.org

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How Games Teach - MACE 08

  • 1. How Games Teach Doug Adams ALTEC
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  • 18. Students retain… 90% of what they learn when they teach someone else 5% of what they’ve learned from a lecture 10% of what they’ve learned from reading 20% of what they’ve learned from audio-visual presentation 30% of what they learn from a demonstration 50% of what they learn when engaged in a discussion 75% of what they learn by doing Source: NTL Institute for Applied Behavioral Science
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  • 22. Doug Adams [email_address] http://altec.org