VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - lucas@edurealms.com
Video Games and the Students Who Play Them
The Video Game Industry In January of 2008, the ESA (Entertainment Software Association) released its annual report.  They found the following: 267.8 million units sold in 2007.  ($9.5 billion in revenue) Nine games sold every second in 2007. First-day sales of  Halo 3  outsold first-day ticket sales of  Spiderman 3  and the first-day sales of the final book in the  Harry Potter  series. © 2008 Bungie, LLC. All rights reserved The   Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from  http://www.theesa.com/facts/salesandgenre.asp .
People Who Play Video Games 65% of American households play computer and video games. The average game player is 35 and has been playing games for 13 years. 40% of all gamers are women over 18 (and growing). 38% of homes have at least one console (Xbox, Playstation, Nintendo). The   Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from  http://www.theesa.com/facts/salesandgenre.asp . Photo from http://www.xbox.com/
Digital Natives Today’s students have never known a time without:  The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo… A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games. Their brains work differently. http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. http://www.engadgetmobile.com
Digital Natives http://www.marcprensky.com/ “ When I go to school, I have to power down.” -Student Photo from:  http://earlycollegeofalaska.org
How Do We Engage Digital Natives? They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo:  http://www.ecu.edu Educating The Net Generation - http://www.educause.edu/educatingthenetgen/5989
The “Social Collaborative”
A Step In The Right Direction Dimension-M
Dimension-M :  The Game 3-D, Single or Multi-player, first-person shooter. Focuses on pre-Algebra and Algebra. Mission-based. Integrated math help. Engaging story. Customizable experience.
Dimension-M :  My Research Does playing  Dimension-M  affect student achievement? Does playing  Dimension-M  impact student attitude? What role does gender play?
Dimension-M :  My Research Significant impact on student learning. Average scores rose from 46% to 63% from the game alone. No significant impact on student attitude. Gender does not seem to play  a role.
Dimension-M :  My Observations Engagement! Students’ ease in maneuvering through the environment rapidly improved over a short time. Students don’t mind re-playing. Competition adds a layer of motivation. A potential tool for ELL (English-language learners) students. Students began putting their headphones around their necks so they could collaborate on the single player missions.
Where “Edu-Gaming” Needs To Go… Virtual Worlds
What is a Virtual World? Often persistent. (24/7) Players/Users exist in the world through “avatars.” Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life). Highly collaborative! Pender County School’s Second Life Island Scene from Warhammer Online
Extreme Engagement! http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Warhammer Online Screenshot Students are leading people from around the world (often 40 or more) to accomplish collective goals.  These events take planning, coordination, and decision-making skills.
Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
A Level Playing Field – Who are They Playing With? http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source:  http://www.harbingersoflight.com They are collaborating, online, with people from all over the world.  Differences in race, age, gender, and nationality are no longer an issue. Teacher Ph.D. Candidate Stay-at-home Mom County Sheriff Researcher Business Owner Editor for the Senate Produce Clerk Business Analyst Instructional Technology Coordinator Technology Engineer Quality Assurance Supervisor Water/Sewer Technician College Student University Admissions Representative Director of IT Network Administrator Protestant Minister
An example of an MMORPG played by students. Warhammer Online Demonstration
What if? … we called them quests instead of lessons? … students had access to the tools they need to find out what they want to know? … we scaled the challenge of learning based on students’ achievements? … provided opportunities for students to form collaborative learning communities? … learning was this much fun?
Your opportunity to experience a virtual world. Second Life Demo
Reading Material
www.seriousgames.org www.educationarcade.org www.markprensky.com gaming.psu.edu www.edurealms.com Edu-Gaming Websites Lucas Gillispie - lucas@edurealms.com
Visit:  www.edurealms.com For More Resources: Lucas Gillispie - lucas@edurealms.com

Video Games And Virtual Worlds: Implications for Education

  • 1.
    VIDEO GAMES ANDVIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - lucas@edurealms.com
  • 2.
    Video Games andthe Students Who Play Them
  • 3.
    The Video GameIndustry In January of 2008, the ESA (Entertainment Software Association) released its annual report. They found the following: 267.8 million units sold in 2007. ($9.5 billion in revenue) Nine games sold every second in 2007. First-day sales of Halo 3 outsold first-day ticket sales of Spiderman 3 and the first-day sales of the final book in the Harry Potter series. © 2008 Bungie, LLC. All rights reserved The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp .
  • 4.
    People Who PlayVideo Games 65% of American households play computer and video games. The average game player is 35 and has been playing games for 13 years. 40% of all gamers are women over 18 (and growing). 38% of homes have at least one console (Xbox, Playstation, Nintendo). The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp . Photo from http://www.xbox.com/
  • 5.
    Digital Natives Today’sstudents have never known a time without: The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo… A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games. Their brains work differently. http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. http://www.engadgetmobile.com
  • 6.
    Digital Natives http://www.marcprensky.com/“ When I go to school, I have to power down.” -Student Photo from: http://earlycollegeofalaska.org
  • 7.
    How Do WeEngage Digital Natives? They crave: Social Interaction Customized Experiences Learning That’s Relevant Multimedia Achievement Photo: http://www.ecu.edu Educating The Net Generation - http://www.educause.edu/educatingthenetgen/5989
  • 8.
  • 9.
    A Step InThe Right Direction Dimension-M
  • 10.
    Dimension-M : The Game 3-D, Single or Multi-player, first-person shooter. Focuses on pre-Algebra and Algebra. Mission-based. Integrated math help. Engaging story. Customizable experience.
  • 11.
    Dimension-M : My Research Does playing Dimension-M affect student achievement? Does playing Dimension-M impact student attitude? What role does gender play?
  • 12.
    Dimension-M : My Research Significant impact on student learning. Average scores rose from 46% to 63% from the game alone. No significant impact on student attitude. Gender does not seem to play a role.
  • 13.
    Dimension-M : My Observations Engagement! Students’ ease in maneuvering through the environment rapidly improved over a short time. Students don’t mind re-playing. Competition adds a layer of motivation. A potential tool for ELL (English-language learners) students. Students began putting their headphones around their necks so they could collaborate on the single player missions.
  • 14.
    Where “Edu-Gaming” NeedsTo Go… Virtual Worlds
  • 15.
    What is aVirtual World? Often persistent. (24/7) Players/Users exist in the world through “avatars.” Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life). Highly collaborative! Pender County School’s Second Life Island Scene from Warhammer Online
  • 16.
    Extreme Engagement! http://www.ljplus.ru/img4/j/i/jibo/pir2.JPGWarhammer Online Screenshot Students are leading people from around the world (often 40 or more) to accomplish collective goals. These events take planning, coordination, and decision-making skills.
  • 17.
    Extreme Engagement! Theyspend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  • 18.
    A Level PlayingField – Who are They Playing With? http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG Source: http://www.harbingersoflight.com They are collaborating, online, with people from all over the world. Differences in race, age, gender, and nationality are no longer an issue. Teacher Ph.D. Candidate Stay-at-home Mom County Sheriff Researcher Business Owner Editor for the Senate Produce Clerk Business Analyst Instructional Technology Coordinator Technology Engineer Quality Assurance Supervisor Water/Sewer Technician College Student University Admissions Representative Director of IT Network Administrator Protestant Minister
  • 19.
    An example ofan MMORPG played by students. Warhammer Online Demonstration
  • 20.
    What if? …we called them quests instead of lessons? … students had access to the tools they need to find out what they want to know? … we scaled the challenge of learning based on students’ achievements? … provided opportunities for students to form collaborative learning communities? … learning was this much fun?
  • 21.
    Your opportunity toexperience a virtual world. Second Life Demo
  • 22.
  • 23.
    www.seriousgames.org www.educationarcade.org www.markprensky.comgaming.psu.edu www.edurealms.com Edu-Gaming Websites Lucas Gillispie - lucas@edurealms.com
  • 24.
    Visit: www.edurealms.comFor More Resources: Lucas Gillispie - lucas@edurealms.com