WHY VIDEO GAMES ARE
  GOOD FOR YOU!
Let me introduce myself...
That’s me!
Tim...
Tim...

•is a daddy
Tim...

•is a daddy



•     is a cake
       maker
Tim...

•is a daddy



•     is a cake
       maker



•is a learner
Tim...

•is a daddy



•     is a cake
       maker
                  •still gets carded...

•is a learner
Tim...

•is a daddy



•     is a cake
       maker
                  •still gets carded...
                      ...at the movies!
•is a learner
WHO AM I?

• Tim   Hart

• Instructional Technologist   at
 UMaine

• www.edutim.com

• Gamer
FULL DISCLOSURE
• Played Video   Games all my life

• Some   systems I’ve owned:

 • Commodore      64, Atari 2600, NES, Gameboy, SNES,
   Genesis, Virtual Boy, N64, Playstation, Gamecube,
   Playstation 2, XBOX, Nintendo DS, Wii, XBox 360

   • XBox     Live account ID = Hartix

• Currently   playing: Call of Duty Modern Warfare 2
WHY AM I HERE?
WHY AM I HERE?

To share a few thoughts to get us
 thinking about video games and
  what value they may hold for
             learning.
TELL ‘EM WHAT YOU ARE
       GOING TO TELL THEM
• Stage   setting

• Quiz

• About    the Video Game Industry

• Debunking    Myths

• Don’t   Bother Me Mom - I’m Learning

•A   few games and other projects
Students today depend upon store
bought ink. They don’t know how to
make their own. When they run out
 of ink they will be unable to write
words or ciphers until their next trip
  to the settlement. This is a sad
commentary on modern education.
Students today depend upon store
bought ink. They don’t know how to
make their own. When they run out
 of ink they will be unable to write
words or ciphers until their next trip
  to the settlement. This is a sad
commentary on modern education.



 The Rural American Teacher
            1928
SETTING THE STAGE
THERE IS LOTS OF
 INFORMATION ON
GAMES IN EDUCATION
  Great Resources Here
      http://bit.ly/7CSbYl
Generation V
• 5 year olds and upwards
• Currently use Club Penguin and
  Disney Fairies (or any other of the
  200+ Virtual Worlds)
• Have higher and more pronounced
  expectations of any future education
  system
Generation V is...

the recognition that general
behavior, attitudes and interests
are starting to blend together
in an online environment.


         source: Gartner - http://bit.ly/FtSuA
FarmVille by Zynga
Wii - Nintendo
Playstation Eye - Sony
Playstation Eye - Sony
XBox Project Natal -
    Microsoft
XBox Project Natal -
    Microsoft
Avatar Movie Promotion
Avatar Movie Promotion
The point is...

Children will expect this level of
sophistication in the future.
Is this how we should teach in the
           21st century?
Moore’s Law
Moore’s Law progresses
• Projection systems
  will improve
• Virtual Worlds and
  Reality will combine
• Augmented Reality
  will be the norm
• http://bit.ly/5tpt3
Moore’s Law progresses
• Photo-realistic
  landscapes will be
  possible
• The leap in
  graphic
  performance
  every 5 years is
  astounding
Moore’s Law progresses

• Input devices will
  improve
• Example:
  emotiv.com/
Moore’s Law progresses

• All dreamed up and
  available to all with
  a connected device
• Example:
  sparkle.genkii.com
IT’S QUIZ TIME
WHO IS THIS?
WHO IS THIS?




       Image courtesy of Nintendo
WHO IS THIS?

• Mario




                 Image courtesy of Nintendo
WHO IS THIS?

• Mario

• Bonus   Points - Full
 name



                          Image courtesy of Nintendo
WHO IS THIS?

• Mario

• Bonus   Points - Full
 name
 • Mario   Mario

                          Image courtesy of Nintendo
WHO IS THIS?
WHO IS THIS?




        Image courtesy of Nintendo
WHO IS THIS?

• Samus Aran




                  Image courtesy of Nintendo
WHO IS THIS?

• Samus Aran

• BonusPoints - Male
 or Female
                       Image courtesy of Nintendo
WHO IS THIS?

• Samus Aran

• BonusPoints - Male
 or Female
 • Female              Image courtesy of Nintendo
WHO IS THIS?
WHO IS THIS?




       Image courtesy of Bungie
WHO IS THIS?

• Master   Chief




                    Image courtesy of Bungie
WHO IS THIS?

• Master   Chief
• Bonus   Points - Full
 name




                          Image courtesy of Bungie
WHO IS THIS?

• Master   Chief
• Bonus   Points - Full
 name
 • MasterChief Petty
  Officer John-117

                          Image courtesy of Bungie
WHO IS THIS?
WHO IS THIS?




        Image courtesy of Wikipedia
WHO IS THIS?

• Niko   Bellic




                      Image courtesy of Wikipedia
WHO IS THIS?

• Niko   Bellic
• BonusPoints -
 Cousin’s name?

                      Image courtesy of Wikipedia
WHO IS THIS?

• Niko   Bellic
• BonusPoints -
 Cousin’s name?
 • Roman     Bellic
                      Image courtesy of Wikipedia
GAMER FACTS




       source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.




                                    source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.

2. More than one-third of gamers are women .




                                    source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.

2. More than one-third of gamers are women .

3. More than one in four gamers is over 50.




                                    source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.

2. More than one-third of gamers are women .

3. More than one in four gamers is over 50.

4. The average game purchaser is 40 years old.




                                    source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.

2. More than one-third of gamers are women .

3. More than one in four gamers is over 50.

4. The average game purchaser is 40 years old.

5. Sixty-three percent of parents believe games are a positive
  part of their children’s lives.



                                     source: entertainment software association
GAMER FACTS
1. The average gamer is 35 years old.

2. More than one-third of gamers are women .

3. More than one in four gamers is over 50.

4. The average game purchaser is 40 years old.

5. Sixty-three percent of parents believe games are a positive
  part of their children’s lives.

6. Sales of "family entertainment" video games more than
  doubled in 2007, making it the fastest growing segment of
  the video game market.              source: entertainment software association
A FEW FACTS ABOUT THE
 VIDEO GAME INDUSTRY
THE NUMBERS

Game sales in 2007 - $9.5 billion.




                    source: entertainment software association
THE NUMBERS

   Game sales in 2007 - $9.5 billion.

That is nine games sold every second of every day in 2007.




                                 source: entertainment software association
THE NUMBERS

   Game sales in 2007 - $9.5 billion.

That is nine games sold every second of every day in 2007.

Halo 3, the best-selling title of 2007, took in more revenue
 in its first day of sales than the biggest opening weekend
   ever for a movie ("Spider-Man 3") and the final "Harry
                 Potter" book's first day sales
                                  source: entertainment software association
MORE NUMBERS


• US  movies' box office industry in 2008 = $9.8
 billion http://bit.ly/zy2Pk
• US video game industry in 2008 = $11.7 billion
 http://bit.ly/IkRlk
ERSB RATINGS

• Everyone

 • have   content that may be suitable for ages 6 and older

 • may  contain minimal cartoon, fantasy or mild violence and/
   or infrequent use of mild language

 • makes      up 57% of all games

 • like   G
ERSB RATINGS

• Teen

 • have    content that may be suitable for ages 13 and older

 • may  contain violence, suggestive themes, crude humor,
   minimal blood, simulated gambling, and/or infrequent
   use of strong language

 • makes    up 28% of all games

 • like   PG-13
ERSB RATINGS

• Mature

 • have    content that may be suitable for persons ages 17 and
   older

 • may contain intense violence, blood and gore, sexual
   content and/or strong language

 • makes      up 15% of all games

 • like   R
SALES BY RATING

                                  E (Everyone)
        15%                       T (Teen)
                                  M (Mature)


  28%         57%




                source: entertainment software association
WHY DO WE PLAY GAMES?
WHY DO WE PLAY GAMES?
• Fun
WHY DO WE PLAY GAMES?
• Fun

• Immersion
WHY DO WE PLAY GAMES?
• Fun

• Immersion

• Empowerment
WHY DO WE PLAY GAMES?
• Fun

• Immersion

• Empowerment

• Creating   and strengthening social
 bonds
WHY DO WE PLAY GAMES?
• Fun

• Immersion

• Empowerment

• Creating   and strengthening social
 bonds
• Exercise
WHY DO WE PLAY GAMES?
• Fun

• Immersion

• Empowerment

• Creating   and strengthening social
 bonds
• Exercise

• Others?
WHAT DO ALL THESE PEOPLE
   HAVE IN COMMON?




        Image courteous of Scott Lewis
THEY ARE ALL IN THE “ZONE”




        Image courteous of Scott Lewis
WHAT IS THE ZONE?
WHAT IS THE ZONE?
CHALLENGES FOR GAME
           DESIGNERS

• Creating   an activity that allows for a “in the zone” experience

• Allowing
        a wide array of skill levels to initially enjoy and be
 immersed in the game

• Sustaining “in   the zone” throughout the experience
CHALLENGES FOR TEACHERS


• Creating   an activity that allows for a “in the zone” experience

• Allowing
        a wide array of skill levels to initially enjoy and be
 immersed in the lesson

• Sustaining “in   the zone” throughout the experience
THEY ARE THE SAME!


Game Designer = Teacher
THEY ARE THE SAME!


Game Designer = Teacher


  OMG!!!
STUDENTS AT RISK
STUDENTS AT RISK


Kids who don’t play video games
          are at risk!
STUDENTS AT RISK


Kids who don’t play video games
          are at risk!
      They get in trouble more often!
STUDENTS AT RISK


Kids who don’t play video games
          are at risk!
         They get in trouble more often!

    Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
SOME RESEARCH
• Lawrence Kutner, PhD, and his wife
 Cheryl K. Olson, ScD

• Research was funded with $1.5
 million by the U.S. Dept. of Justice

• Findings
         reported in Grand Theft
 Childhood: The Surprising Truth
 About Violent Video Games and
 What Parents Can Do.

• Hereare some of the myths
 debunked
MYTH #1


• The growth in violent video game sales is
 linked to the growth in youth violence —
 especially school violence — throughout the
 US.
FACT
• Violent
        Crime in Schools fell 44%
 from 1994-2001

• We have the lowest juvenile
 arrest rate for violent crimes since
 1983.

• Murder Arrests   in 1993 = 3,800

• Murder Arrests   in 2001 = 1,400
MYTH #2



•Girls
     don’t play violent video games like
 Grand Theft Auto.
FACT

• 29%   of girls say they play at least one M-rated game a
 lot
• One   in five listed Grand Theft Auto
• Grand Theft Auto   was second only to the Sims in
 popularity.
MYTH #3



•Never playing games keeps you out
of trouble.
FACT



• Boyswho rarely or never played video or computer
 games were more likely to get into fights or have
 problems at school.
SO BASICALLY...
SO BASICALLY...

•“There  is absolutely no evidence
that playing violent video games
will turn kids into criminals.”
SO BASICALLY...

•“There  is absolutely no evidence
that playing violent video games
will turn kids into criminals.”
                       ~ Lawrence Kutner
SO VIDEO GAMES DON’T
      HURT YOU...
SO VIDEO GAMES DON’T
      HURT YOU...


   ...but do they help you?
YES!
HOW?
• Don’tBother Me Mom - I’m
 Learning

 • Marc     Prensky

 • Internationally  acclaimed speaker,
   writer, consultant, and designer in
   the critical areas of education and
   learning.

• Here    is his book in a nutshell...
21ST CENTURY SKILLS

•“The  true secret of why kids spend
so much time on their games is that
they’re learning things they need for
their twenty-first century lives”
FOR THE DOCTORS

• “I use the same hand-eye coordination to play video games as
  I use for surgery.

  • Dr. James   Rosser, Beth Israel Hospital

• Doctors  that played games earlier in life made 40% less
  mistakes during surgery.

• Playing   video games before surgery also lowers error rates.
MULTITASKING

Increases the ability to do many
things at the same time
               AND
                       do them well.
RULES


•Gamers  figure things out on their own
better than non-gamers
•Probetheir environment for
understanding
RISK TAKING

•Gamers   are risk takers
•Gamers   are more likely to try
different strategies
•Enlightened   trial and error
GAMES TEACH STRATEGY
• Cause    and effect

• Long    term winning versus short term gains

• Order    from seeming chaos

• Complex     system behaviors

• Counter-intuitive     results

• Using   obstacles as motivation

• The   value of persistence
10 YEAR OLD GAMERS
              LEARNED.
• Everyone    can save the world if they try

• Two    against one isn’t fair

• Don’t   shoot people

• Have    patience

• The   good guys always win

• Don’t   trust everyone you meet

• Help   your friends
SOME OF MY GAME PROJECTS
• Black   Bear Island

• VirtualIsland for studying
 virtual worlds for teaching
 and learning.

• Offer   courses on the island

• http://slurl.com/secondlife/
 Black%20Bear%20Island/
 144/100/31
SOME OF MY GAME PROJECTS
• Virtual   Maine

• Collaborative     student
 project

• Building
         projects with a
 Maine theme and sharing
 them with the world

• virtualme.wikispaces.com
SOME OF MY GAME PROJECTS
• Virtual World App

• Virtual World
             software for
 your computer

• Can  load different worlds -
 like the Matrix

• http://www.edutim.com/
 opensim-app
STEPS TO GET ON BOARD

1. Read Don’t Bother me Mom - I’m learning

2.Talk to kids about gaming. Why do they like it and what it
  means to them.

3. Invite a parent to play a game with you.

4. Remember the horrible rock music you listened to and was
  warned would rot your brain.
All truth passes through three stages.
First, it is ridiculed.
Second, it is violently opposed.
Third, it is accepted as being self-evident.


         Arthur Schopenhauer
      German philosopher (1788 - 1860)
This is my blog.   www.edutim.com

Why Video Games are Good for You - 12-3-09

  • 1.
    WHY VIDEO GAMESARE GOOD FOR YOU!
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
    Tim... •is a daddy • is a cake maker
  • 7.
    Tim... •is a daddy • is a cake maker •is a learner
  • 8.
    Tim... •is a daddy • is a cake maker •still gets carded... •is a learner
  • 9.
    Tim... •is a daddy • is a cake maker •still gets carded... ...at the movies! •is a learner
  • 10.
    WHO AM I? •Tim Hart • Instructional Technologist at UMaine • www.edutim.com • Gamer
  • 11.
    FULL DISCLOSURE • PlayedVideo Games all my life • Some systems I’ve owned: • Commodore 64, Atari 2600, NES, Gameboy, SNES, Genesis, Virtual Boy, N64, Playstation, Gamecube, Playstation 2, XBOX, Nintendo DS, Wii, XBox 360 • XBox Live account ID = Hartix • Currently playing: Call of Duty Modern Warfare 2
  • 12.
    WHY AM IHERE?
  • 13.
    WHY AM IHERE? To share a few thoughts to get us thinking about video games and what value they may hold for learning.
  • 14.
    TELL ‘EM WHATYOU ARE GOING TO TELL THEM • Stage setting • Quiz • About the Video Game Industry • Debunking Myths • Don’t Bother Me Mom - I’m Learning •A few games and other projects
  • 15.
    Students today dependupon store bought ink. They don’t know how to make their own. When they run out of ink they will be unable to write words or ciphers until their next trip to the settlement. This is a sad commentary on modern education.
  • 16.
    Students today dependupon store bought ink. They don’t know how to make their own. When they run out of ink they will be unable to write words or ciphers until their next trip to the settlement. This is a sad commentary on modern education. The Rural American Teacher 1928
  • 17.
  • 18.
    THERE IS LOTSOF INFORMATION ON GAMES IN EDUCATION Great Resources Here http://bit.ly/7CSbYl
  • 19.
    Generation V • 5year olds and upwards • Currently use Club Penguin and Disney Fairies (or any other of the 200+ Virtual Worlds) • Have higher and more pronounced expectations of any future education system
  • 20.
    Generation V is... therecognition that general behavior, attitudes and interests are starting to blend together in an online environment. source: Gartner - http://bit.ly/FtSuA
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
    XBox Project Natal- Microsoft
  • 26.
    XBox Project Natal- Microsoft
  • 27.
  • 28.
  • 29.
    The point is... Childrenwill expect this level of sophistication in the future.
  • 30.
    Is this howwe should teach in the 21st century?
  • 31.
  • 32.
    Moore’s Law progresses •Projection systems will improve • Virtual Worlds and Reality will combine • Augmented Reality will be the norm • http://bit.ly/5tpt3
  • 33.
    Moore’s Law progresses •Photo-realistic landscapes will be possible • The leap in graphic performance every 5 years is astounding
  • 34.
    Moore’s Law progresses •Input devices will improve • Example: emotiv.com/
  • 35.
    Moore’s Law progresses •All dreamed up and available to all with a connected device • Example: sparkle.genkii.com
  • 36.
  • 37.
  • 38.
    WHO IS THIS? Image courtesy of Nintendo
  • 39.
    WHO IS THIS? •Mario Image courtesy of Nintendo
  • 40.
    WHO IS THIS? •Mario • Bonus Points - Full name Image courtesy of Nintendo
  • 41.
    WHO IS THIS? •Mario • Bonus Points - Full name • Mario Mario Image courtesy of Nintendo
  • 42.
  • 43.
    WHO IS THIS? Image courtesy of Nintendo
  • 44.
    WHO IS THIS? •Samus Aran Image courtesy of Nintendo
  • 45.
    WHO IS THIS? •Samus Aran • BonusPoints - Male or Female Image courtesy of Nintendo
  • 46.
    WHO IS THIS? •Samus Aran • BonusPoints - Male or Female • Female Image courtesy of Nintendo
  • 47.
  • 48.
    WHO IS THIS? Image courtesy of Bungie
  • 49.
    WHO IS THIS? •Master Chief Image courtesy of Bungie
  • 50.
    WHO IS THIS? •Master Chief • Bonus Points - Full name Image courtesy of Bungie
  • 51.
    WHO IS THIS? •Master Chief • Bonus Points - Full name • MasterChief Petty Officer John-117 Image courtesy of Bungie
  • 52.
  • 53.
    WHO IS THIS? Image courtesy of Wikipedia
  • 54.
    WHO IS THIS? •Niko Bellic Image courtesy of Wikipedia
  • 55.
    WHO IS THIS? •Niko Bellic • BonusPoints - Cousin’s name? Image courtesy of Wikipedia
  • 56.
    WHO IS THIS? •Niko Bellic • BonusPoints - Cousin’s name? • Roman Bellic Image courtesy of Wikipedia
  • 57.
    GAMER FACTS source: entertainment software association
  • 58.
    GAMER FACTS 1. Theaverage gamer is 35 years old. source: entertainment software association
  • 59.
    GAMER FACTS 1. Theaverage gamer is 35 years old. 2. More than one-third of gamers are women . source: entertainment software association
  • 60.
    GAMER FACTS 1. Theaverage gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. source: entertainment software association
  • 61.
    GAMER FACTS 1. Theaverage gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. source: entertainment software association
  • 62.
    GAMER FACTS 1. Theaverage gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. 5. Sixty-three percent of parents believe games are a positive part of their children’s lives. source: entertainment software association
  • 63.
    GAMER FACTS 1. Theaverage gamer is 35 years old. 2. More than one-third of gamers are women . 3. More than one in four gamers is over 50. 4. The average game purchaser is 40 years old. 5. Sixty-three percent of parents believe games are a positive part of their children’s lives. 6. Sales of "family entertainment" video games more than doubled in 2007, making it the fastest growing segment of the video game market. source: entertainment software association
  • 64.
    A FEW FACTSABOUT THE VIDEO GAME INDUSTRY
  • 65.
    THE NUMBERS Game salesin 2007 - $9.5 billion. source: entertainment software association
  • 66.
    THE NUMBERS Game sales in 2007 - $9.5 billion. That is nine games sold every second of every day in 2007. source: entertainment software association
  • 67.
    THE NUMBERS Game sales in 2007 - $9.5 billion. That is nine games sold every second of every day in 2007. Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales source: entertainment software association
  • 68.
    MORE NUMBERS • US movies' box office industry in 2008 = $9.8 billion http://bit.ly/zy2Pk • US video game industry in 2008 = $11.7 billion http://bit.ly/IkRlk
  • 69.
    ERSB RATINGS • Everyone • have content that may be suitable for ages 6 and older • may contain minimal cartoon, fantasy or mild violence and/ or infrequent use of mild language • makes up 57% of all games • like G
  • 70.
    ERSB RATINGS • Teen • have content that may be suitable for ages 13 and older • may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language • makes up 28% of all games • like PG-13
  • 71.
    ERSB RATINGS • Mature • have content that may be suitable for persons ages 17 and older • may contain intense violence, blood and gore, sexual content and/or strong language • makes up 15% of all games • like R
  • 72.
    SALES BY RATING E (Everyone) 15% T (Teen) M (Mature) 28% 57% source: entertainment software association
  • 73.
    WHY DO WEPLAY GAMES?
  • 74.
    WHY DO WEPLAY GAMES? • Fun
  • 75.
    WHY DO WEPLAY GAMES? • Fun • Immersion
  • 76.
    WHY DO WEPLAY GAMES? • Fun • Immersion • Empowerment
  • 77.
    WHY DO WEPLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds
  • 78.
    WHY DO WEPLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds • Exercise
  • 79.
    WHY DO WEPLAY GAMES? • Fun • Immersion • Empowerment • Creating and strengthening social bonds • Exercise • Others?
  • 80.
    WHAT DO ALLTHESE PEOPLE HAVE IN COMMON? Image courteous of Scott Lewis
  • 81.
    THEY ARE ALLIN THE “ZONE” Image courteous of Scott Lewis
  • 82.
  • 83.
  • 84.
    CHALLENGES FOR GAME DESIGNERS • Creating an activity that allows for a “in the zone” experience • Allowing a wide array of skill levels to initially enjoy and be immersed in the game • Sustaining “in the zone” throughout the experience
  • 85.
    CHALLENGES FOR TEACHERS •Creating an activity that allows for a “in the zone” experience • Allowing a wide array of skill levels to initially enjoy and be immersed in the lesson • Sustaining “in the zone” throughout the experience
  • 86.
    THEY ARE THESAME! Game Designer = Teacher
  • 87.
    THEY ARE THESAME! Game Designer = Teacher OMG!!!
  • 88.
  • 89.
    STUDENTS AT RISK Kidswho don’t play video games are at risk!
  • 90.
    STUDENTS AT RISK Kidswho don’t play video games are at risk! They get in trouble more often!
  • 91.
    STUDENTS AT RISK Kidswho don’t play video games are at risk! They get in trouble more often! Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
  • 92.
    SOME RESEARCH • LawrenceKutner, PhD, and his wife Cheryl K. Olson, ScD • Research was funded with $1.5 million by the U.S. Dept. of Justice • Findings reported in Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. • Hereare some of the myths debunked
  • 93.
    MYTH #1 • Thegrowth in violent video game sales is linked to the growth in youth violence — especially school violence — throughout the US.
  • 94.
    FACT • Violent Crime in Schools fell 44% from 1994-2001 • We have the lowest juvenile arrest rate for violent crimes since 1983. • Murder Arrests in 1993 = 3,800 • Murder Arrests in 2001 = 1,400
  • 95.
    MYTH #2 •Girls don’t play violent video games like Grand Theft Auto.
  • 96.
    FACT • 29% of girls say they play at least one M-rated game a lot • One in five listed Grand Theft Auto • Grand Theft Auto was second only to the Sims in popularity.
  • 97.
    MYTH #3 •Never playinggames keeps you out of trouble.
  • 98.
    FACT • Boyswho rarelyor never played video or computer games were more likely to get into fights or have problems at school.
  • 99.
  • 100.
    SO BASICALLY... •“There is absolutely no evidence that playing violent video games will turn kids into criminals.”
  • 101.
    SO BASICALLY... •“There is absolutely no evidence that playing violent video games will turn kids into criminals.” ~ Lawrence Kutner
  • 102.
    SO VIDEO GAMESDON’T HURT YOU...
  • 103.
    SO VIDEO GAMESDON’T HURT YOU... ...but do they help you?
  • 105.
  • 106.
    HOW? • Don’tBother MeMom - I’m Learning • Marc Prensky • Internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. • Here is his book in a nutshell...
  • 107.
    21ST CENTURY SKILLS •“The true secret of why kids spend so much time on their games is that they’re learning things they need for their twenty-first century lives”
  • 108.
    FOR THE DOCTORS •“I use the same hand-eye coordination to play video games as I use for surgery. • Dr. James Rosser, Beth Israel Hospital • Doctors that played games earlier in life made 40% less mistakes during surgery. • Playing video games before surgery also lowers error rates.
  • 109.
    MULTITASKING Increases the abilityto do many things at the same time AND do them well.
  • 110.
    RULES •Gamers figurethings out on their own better than non-gamers •Probetheir environment for understanding
  • 111.
    RISK TAKING •Gamers are risk takers •Gamers are more likely to try different strategies •Enlightened trial and error
  • 112.
    GAMES TEACH STRATEGY •Cause and effect • Long term winning versus short term gains • Order from seeming chaos • Complex system behaviors • Counter-intuitive results • Using obstacles as motivation • The value of persistence
  • 113.
    10 YEAR OLDGAMERS LEARNED. • Everyone can save the world if they try • Two against one isn’t fair • Don’t shoot people • Have patience • The good guys always win • Don’t trust everyone you meet • Help your friends
  • 114.
    SOME OF MYGAME PROJECTS • Black Bear Island • VirtualIsland for studying virtual worlds for teaching and learning. • Offer courses on the island • http://slurl.com/secondlife/ Black%20Bear%20Island/ 144/100/31
  • 115.
    SOME OF MYGAME PROJECTS • Virtual Maine • Collaborative student project • Building projects with a Maine theme and sharing them with the world • virtualme.wikispaces.com
  • 116.
    SOME OF MYGAME PROJECTS • Virtual World App • Virtual World software for your computer • Can load different worlds - like the Matrix • http://www.edutim.com/ opensim-app
  • 117.
    STEPS TO GETON BOARD 1. Read Don’t Bother me Mom - I’m learning 2.Talk to kids about gaming. Why do they like it and what it means to them. 3. Invite a parent to play a game with you. 4. Remember the horrible rock music you listened to and was warned would rot your brain.
  • 118.
    All truth passesthrough three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident. Arthur Schopenhauer German philosopher (1788 - 1860)
  • 119.
    This is myblog. www.edutim.com