Gaming across the CurriculumFinding and evaluating educational gamesMARJEE CHMIELNational Geographic Society@mchmielTREVOR OWENSCenter for History and New Media@tjowens
Young People Play Games
97% of teens ages 12-17 play computer, web, portable, or console games Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
50% of teens played games “yesterday.” Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
99% of boys and 94% of girls play video gamesLenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
What Games Bring To Teaching
Games act as on-going assessmentsGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
Games are inherently motivatingGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
Students work at their own pace Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
Games encourage learning through mistakesGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
Things to look for…
Conceptually Challenging Material
Multiple Entry Points
Personal Goal Setting
Parallel Challenges
How to use games?
Awarenesslinks to games on your websiteinclude in parent newsletterrecommend to school library
Optionalassign as homeworkassign as extra creditrecommend to special educatorsuse as transition activity for students who finish assignments early
Large Group Activity:Demonstration or full-class game on interactiveUse projector or interactive board
Small group-individual activityLaptopsComputer labsOne laptop per student

ISTE Gaming Presentation

  • 1.
    Gaming across theCurriculumFinding and evaluating educational gamesMARJEE CHMIELNational Geographic Society@mchmielTREVOR OWENSCenter for History and New Media@tjowens
  • 2.
  • 3.
    97% of teensages 12-17 play computer, web, portable, or console games Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
  • 4.
    50% of teensplayed games “yesterday.” Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
  • 5.
    99% of boysand 94% of girls play video gamesLenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics, Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx  
  • 6.
    What Games BringTo Teaching
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    Games act ason-going assessmentsGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
  • 8.
    Games are inherentlymotivatingGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
  • 9.
    Students work attheir own pace Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
  • 10.
    Games encourage learningthrough mistakesGee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  
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    Awarenesslinks to gameson your websiteinclude in parent newsletterrecommend to school library
  • 18.
    Optionalassign as homeworkassignas extra creditrecommend to special educatorsuse as transition activity for students who finish assignments early
  • 19.
    Large Group Activity:Demonstrationor full-class game on interactiveUse projector or interactive board
  • 20.