MULTIMEDIA AND GAMING
Today’s Agenda Session Objectives – Participants will: Discuss Game-Based Learning (GBL), its application to higher level learning, and the direction of educational technology in the early 21st century Create simple video games by exploring powerful, user-friendly game design applications Create a video game to save and take home Experience the hands-on constructivist learning that engages today’s students Gain knowledge of gaming resources online, adaptable curriculum, and affordable gaming solutions for the classroom Take back ideas to incorporate gaming into the classroom
Who Are We Teaching? “ Today’s students are no longer the people our educational system was designed to teach .”  ~Marc Prensky, Author (“Don’t Bother Me Mom . . . I’m Learning,  and “Digital Game-Based Learning”)
Today’s College Freshman: A Fish in Water – Technology Immersion Text Messages (IM, SMS) Email Online Coursework Wireless web  (Sidekick, Blackberry) Video Games  (Xbox 360, Wii, Playstation) Skype Virtual Worlds (World of Warcraft, Rune, Neverwinter Nights, Second Life, Active Worlds) Social Networking (Facebook, MySpace) iPod (podcasts, music, video) Concept from “ Don’t Be Overwhelmed by Technology—Get a Grip,” Reader’s Digest, January 2008, quote by Griffin Kiritsy, University of New Hampshire freshman,  http://www.rd.com/content/dont-be-overwhelmed-by-technology-get-a-grip/?taxoLink =
What is Literacy? The illiterate of the 21 st  century will not be those who cannot read or write, but those who cannot learn, unlearn and relearn .”   ~Alvin Toffler
Education in the Industrial Age The way we were taught If there were any people of color, they were made out to be strange, foreign different… NMSU Matrix Project
Classrooms Yesterday and Today… NMSU Matrix Project
Students today… NMSU Matrix Project
The Way the World is… NMSU Matrix Project
Think About This . . . What does it mean when our children are doing things that we have never experienced?  What is the echo of the baby boom ? How is technology affecting it? What was your experience with games when you were growing up? NMSU Matrix Project
What do we know about engaged learning?   Learning is a social and cultural activity How  we learn something can be more important than  what   we learn. NMSU Matrix Project
Teaching for Engaged Learning- Six suggestions from the Research Provide  multiple ways  for students to learn and demonstrate learning including (UDL - Universal Design for Learning) Support  student-focused learning Consider errors as  opportunities  to understand student thinking NMSU Matrix Project
Teaching for Engaged Learning- Six suggestions from the Research Encourage  student thinking & metacognition   Plan opportunities for  knowledge construction  by inquiry learning Follow the Nintendo Principle: Ensure there is enough feedback that students always know how they are doing NMSU Matrix Project
Big ideas Students are different now / we should be teaching differently Gaming is supported with research Gaming is good for kids Using games in the classroom entails risk More questions than answers Wiebe
What is a game? What’s your definition?
What is a game? “ A series of meaningful choices” “ One or more linked challenges in a simulated environment” “ Exceptionally tasty patterns of reality” What is a  video  game? Wiebe
Can we agree? Difficult & meaningful choices in a simulated reality Wiebe
Kids are different today than they were 30 years ago? Wiebe
30 years  does  make a difference! (Wiebe) Long hair Rolling Stones Pay phone Pop tops Baby boomers Longing for hair Kidney stones Cell phone Laptops iKids Wiebe 1975 2005
DIFFERENT GAMES Galaga 1985 Wiebe
Solve the problem Games  haven’t gotten simpler  over time They’ve gotten  more complex Why? Because the  brain demands it Wiebe
Who are the iKids? Center  of  their world is the Internet Don’t know a world without cell phones, CDs, computers, or on-demand music “ Second generation ” technology users ( “Digital Natives”) 95%  of teenagers access the Web every day 75%  use the Internet rather than library 80%  instant message at least once a week 8 million new blogs  in the last year / many created by students Wiebe
Wiebe
Why do games work? Why do we laugh?   The  brain is social , creating community and finding ways to belong to groups Games can  encourage / support  group and collaborative learning Wiebe
Why do games work? Basic idea? Quality games create  high levels of learning   High levels of learning result in high levels of  pleasure brain chemicals People like  high levels of  pleasure Wiebe
Why Games Engage Us (Prensky) 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 http://www.marcprensky.com
Five Things We Learn from Games (Prenksy/simplified) How   (to do things)   What   (Rules) Why   (Strategies) Where  (Environment) When / Whether   (Ethics) http://www.marcprensky.com
So . . . use games because they Teach how problems can be approached from  multiple points of view Build key  life-long skills: Decision making, problem solving, team building and information sharing Encourage students to use their  initiative and creativity Especially writing skills and multimedia Wiebe
ANY QUERIES

Multimedia and gaming

  • 1.
  • 2.
    Today’s Agenda SessionObjectives – Participants will: Discuss Game-Based Learning (GBL), its application to higher level learning, and the direction of educational technology in the early 21st century Create simple video games by exploring powerful, user-friendly game design applications Create a video game to save and take home Experience the hands-on constructivist learning that engages today’s students Gain knowledge of gaming resources online, adaptable curriculum, and affordable gaming solutions for the classroom Take back ideas to incorporate gaming into the classroom
  • 3.
    Who Are WeTeaching? “ Today’s students are no longer the people our educational system was designed to teach .” ~Marc Prensky, Author (“Don’t Bother Me Mom . . . I’m Learning, and “Digital Game-Based Learning”)
  • 4.
    Today’s College Freshman:A Fish in Water – Technology Immersion Text Messages (IM, SMS) Email Online Coursework Wireless web (Sidekick, Blackberry) Video Games (Xbox 360, Wii, Playstation) Skype Virtual Worlds (World of Warcraft, Rune, Neverwinter Nights, Second Life, Active Worlds) Social Networking (Facebook, MySpace) iPod (podcasts, music, video) Concept from “ Don’t Be Overwhelmed by Technology—Get a Grip,” Reader’s Digest, January 2008, quote by Griffin Kiritsy, University of New Hampshire freshman, http://www.rd.com/content/dont-be-overwhelmed-by-technology-get-a-grip/?taxoLink =
  • 5.
    What is Literacy?The illiterate of the 21 st century will not be those who cannot read or write, but those who cannot learn, unlearn and relearn .” ~Alvin Toffler
  • 6.
    Education in theIndustrial Age The way we were taught If there were any people of color, they were made out to be strange, foreign different… NMSU Matrix Project
  • 7.
    Classrooms Yesterday andToday… NMSU Matrix Project
  • 8.
    Students today… NMSUMatrix Project
  • 9.
    The Way theWorld is… NMSU Matrix Project
  • 10.
    Think About This. . . What does it mean when our children are doing things that we have never experienced? What is the echo of the baby boom ? How is technology affecting it? What was your experience with games when you were growing up? NMSU Matrix Project
  • 11.
    What do weknow about engaged learning? Learning is a social and cultural activity How we learn something can be more important than what we learn. NMSU Matrix Project
  • 12.
    Teaching for EngagedLearning- Six suggestions from the Research Provide multiple ways for students to learn and demonstrate learning including (UDL - Universal Design for Learning) Support student-focused learning Consider errors as opportunities to understand student thinking NMSU Matrix Project
  • 13.
    Teaching for EngagedLearning- Six suggestions from the Research Encourage student thinking & metacognition Plan opportunities for knowledge construction by inquiry learning Follow the Nintendo Principle: Ensure there is enough feedback that students always know how they are doing NMSU Matrix Project
  • 14.
    Big ideas Studentsare different now / we should be teaching differently Gaming is supported with research Gaming is good for kids Using games in the classroom entails risk More questions than answers Wiebe
  • 15.
    What is agame? What’s your definition?
  • 16.
    What is agame? “ A series of meaningful choices” “ One or more linked challenges in a simulated environment” “ Exceptionally tasty patterns of reality” What is a video game? Wiebe
  • 17.
    Can we agree?Difficult & meaningful choices in a simulated reality Wiebe
  • 18.
    Kids are differenttoday than they were 30 years ago? Wiebe
  • 19.
    30 years does make a difference! (Wiebe) Long hair Rolling Stones Pay phone Pop tops Baby boomers Longing for hair Kidney stones Cell phone Laptops iKids Wiebe 1975 2005
  • 20.
  • 21.
    Solve the problemGames haven’t gotten simpler over time They’ve gotten more complex Why? Because the brain demands it Wiebe
  • 22.
    Who are theiKids? Center of their world is the Internet Don’t know a world without cell phones, CDs, computers, or on-demand music “ Second generation ” technology users ( “Digital Natives”) 95% of teenagers access the Web every day 75% use the Internet rather than library 80% instant message at least once a week 8 million new blogs in the last year / many created by students Wiebe
  • 23.
  • 24.
    Why do gameswork? Why do we laugh? The brain is social , creating community and finding ways to belong to groups Games can encourage / support group and collaborative learning Wiebe
  • 25.
    Why do gameswork? Basic idea? Quality games create high levels of learning High levels of learning result in high levels of pleasure brain chemicals People like high levels of pleasure Wiebe
  • 26.
    Why Games EngageUs (Prensky) 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 http://www.marcprensky.com
  • 27.
    Five Things WeLearn from Games (Prenksy/simplified) How (to do things) What (Rules) Why (Strategies) Where (Environment) When / Whether (Ethics) http://www.marcprensky.com
  • 28.
    So . .. use games because they Teach how problems can be approached from multiple points of view Build key life-long skills: Decision making, problem solving, team building and information sharing Encourage students to use their initiative and creativity Especially writing skills and multimedia Wiebe
  • 29.

Editor's Notes

  • #5 Web 2.0 Enhances Learning By Amy Capelle February 1, 2008 URL: http://www.techlearning.com/showArticle.php?articleID=196604982 from Educators' eZine Millennial n : a member of the generation born of baby boomers in the 20th century and reaching young adulthood at the start of the 21st century. "Millennials wield a toolkit that includes Excel spreadsheets, administrator's numbers on cell-phone speed dials, and blogs."Webster's New Millennium™ Dictionary of English, Preview Edition (v 0.9.7). Retrieved November 12, 2007, from Dictionary.com Although our students are technically not Millennials as described above, they already are, and always will be, as comfortable with technology as their slightly older brothers and sisters. Teaching them requires understanding—and embracing—how technology is part of their lives. Today's students are accustomed to having technology at their fingertips at all times, and they expect the same level of interactivity in the classroom. The presence of computers in the classroom allows for the development of this interaction in numerous ways. From the early implementation of classroom computers, used mostly for games and enrichment, to the introduction of the Internet for information-gathering, multimedia, and collaboration, the last few years have seen dramatic changes in how technology can be implemented to create truly interactive learning experiences for students.