This document discusses using strategy games like Civilization to teach history and 21st century skills. It describes how Seann Dikkers uses games in his classroom lessons to engage students in learning about topics like geography, conflict, and historical eras. Students play rounds of the games in class and discuss strategies and themes that emerge. Dikkers believes this "pwning" approach helps students master passions and curiosities while developing skills like problem solving, communication, and global awareness.
Tech Forum Atlanta 2010:Game-Based Learning With The iPod Touch and iPadLucas Gillispie
Mobile devices are showing up in more classrooms each day. Game-based learning is also a hot topic in education. What happens if the two meet? The iPod Touch is an ideal platform for exploring games in the classroom. This presentation shares a brief rationale and a few examples of games we've used along with student work.
The iPod Touch is an incredible tool in the classroom in the hands of our digital learners. Game-based learning is an up-and-coming area of interest in education. What if those two met?
Embracing The Power Of Video Games And Virtual Worlds In EducationLucas Gillispie
This presentation presents some recent statistics about video games and gamers. It also discusses my research on the Dimension-M video game and its use with middle school math students. Also, suggestions on how teachers can integrate game making into their classroom and a discussion of the potential of virtual worlds is discussed.
This is my presentation delivered at the 2009 NCTIES conference in Raleigh, NC.
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Tech Forum Atlanta 2010:Game-Based Learning With The iPod Touch and iPadLucas Gillispie
Mobile devices are showing up in more classrooms each day. Game-based learning is also a hot topic in education. What happens if the two meet? The iPod Touch is an ideal platform for exploring games in the classroom. This presentation shares a brief rationale and a few examples of games we've used along with student work.
The iPod Touch is an incredible tool in the classroom in the hands of our digital learners. Game-based learning is an up-and-coming area of interest in education. What if those two met?
Embracing The Power Of Video Games And Virtual Worlds In EducationLucas Gillispie
This presentation presents some recent statistics about video games and gamers. It also discusses my research on the Dimension-M video game and its use with middle school math students. Also, suggestions on how teachers can integrate game making into their classroom and a discussion of the potential of virtual worlds is discussed.
This is my presentation delivered at the 2009 NCTIES conference in Raleigh, NC.
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation was used as part of a workshop on gaming in the classroom at the 2010 Games in Education Symposium. It addresses changes in technology, mobile learning, logistics, and a variety of games and how they can be used for engaged student learning.
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
The Hero's Journey: World of Warcraft Goes To The ClassroomLucas Gillispie
The World of Warcraft in School (WoWinSchool) Project is now nearly one year old. What began as an after-school program will be moving into the regular day classroom. Students will be playing World of Warcraft, reading a fantasy novel, and developing their literacy skills in the process.
When the Internet Chooses You - Memes, Viral Videos, and Internet Subculture ...Lucas Gillispie
This presentation, delivered at the 2013 NCTIES Conference, is designed to introduce educators to the world of Internet Subculture, Memes, and Viral Videos.
How Informal Learning Networks Can Transform EducationAlec Couros
Keynote presentation for ASI 2010, York University, Toronto, Ontario - August 2010.
Mashup of several presentations. More info available at http://couros.wikispaces.com/asi2010
Classroom Cataclysm: Or What Happens to "School" When Learners Become HeroesLucas Gillispie
World of Warcraft is a better "school" than school! This presentation compares traditional schooling to World of Warcraft and explains how World of Warcraft is actually being used to teach middle grades language arts in the WoWinSchool Project.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This presentation was used as part of a workshop on gaming in the classroom at the 2010 Games in Education Symposium. It addresses changes in technology, mobile learning, logistics, and a variety of games and how they can be used for engaged student learning.
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
The Hero's Journey: World of Warcraft Goes To The ClassroomLucas Gillispie
The World of Warcraft in School (WoWinSchool) Project is now nearly one year old. What began as an after-school program will be moving into the regular day classroom. Students will be playing World of Warcraft, reading a fantasy novel, and developing their literacy skills in the process.
When the Internet Chooses You - Memes, Viral Videos, and Internet Subculture ...Lucas Gillispie
This presentation, delivered at the 2013 NCTIES Conference, is designed to introduce educators to the world of Internet Subculture, Memes, and Viral Videos.
How Informal Learning Networks Can Transform EducationAlec Couros
Keynote presentation for ASI 2010, York University, Toronto, Ontario - August 2010.
Mashup of several presentations. More info available at http://couros.wikispaces.com/asi2010
Classroom Cataclysm: Or What Happens to "School" When Learners Become HeroesLucas Gillispie
World of Warcraft is a better "school" than school! This presentation compares traditional schooling to World of Warcraft and explains how World of Warcraft is actually being used to teach middle grades language arts in the WoWinSchool Project.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
17. 21st Century Skills
The North American Council for
Online Learning and the
Partnership for 21st Century Skills,
2006
Students with lived experiences,
that are mastering their
passions & curiosities,
are learning.
18. 21st Century Skills
Information Management The North American Council for
Online Learning and the
Partnership for 21st Century Skills,
Communication Literacy 2006
Self Directed Learning
Problem Solving Skills
Time management Skills
Global Awareness
Students with lived experiences,
that are mastering their
passions & curiosities,
are learning.
20. Civilization III
Lead a civilization from
4000 BC - 2000 AD
Build cities to use
geographical
resources
Manage tax rates,
science research, and
luxuries Text
Negotiate with other
civilizations
Choose between
military,
technologies &
wonders
Squire and Barab, 2003
21.
22.
23.
24.
25.
26.
27. Squire’s Work
1) Why are we playing?
2) Replaying History
3) Emergent Talk
4) Purposeful Game Play
28.
29. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
30. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
31. Squire & Barab Squire, Devane, Durga Dikkers’ Teaching Days
In schools Summer programs Classroom Lessons
2004 2008 w/Mods
10 sessions =
17 periods =
@ 25 hours 3-5 periods =
@ 17 hours
or “60-80 hours” @ 4 hours
Full classrooms
10-12 students
“Players to
“Problematic” “Pwning”
designers”
38. Lesson Plan
Day 1 Day 2 + Day 3
Intro: Game play: Wrap up:
-Topic -Play rounds 2-5ish - Finish last round
-Expectations - Circulate - Score
-Set up - Translate vocabulary - Explanations/
-Rules - “Quiz” students - “Next time...”
- Clean up
Play round 1
Share findings:
- Students
- Themes (maps?)
- “Test”
39. General Class Rules
Try (at least one turn w/out
help)
Be helpful (with setup &
cleanup)
Be a good sport
Translate a) the time
Care for the supplies
(Mr. D is broke)
41. Game Rules
Stage 1:“Grow your people”
land type /turn dry /turn Defense Road cost
Arable +20 +10 0 -5
Non-arable +10 +5 0 -10
Ru*ed +5 +5 +1d20 -20
Wa)s cost -5 Generals cost -50
42. Game Rules
Stage 2: “Movement”
Every “unit” can Transportation Hindrances
move +1 square
General = + 1 General = stops
adjoining
Roads = + 2 Wa)s = stops
Rivers = + 2 Ru*ed = -1/2
Entire “move” must Any part of move
use transportation gets hindrance
52. Time Commanders
September 2003 - March 2005
Shogun: Total War Medieval: Total War Rome: Total War Medieval II: Total War
May 2000 May 2002 May 2004 June 2006
Shogun: Mongol Invasion Medieval: Viking Invasion Decisive Battles: History Channel Medieval II: Kingdoms
May 2001 May 2003 Rome: Barbarian Inv. Rome: Alexander Coming Soon... Empire: Total War
May 2007 May 2008
July 2004 - October 2004 August 2005 June 2006
Year
2001 2002 2003 2004 2005 2006 2007 2008 2009