Games are fun, exciting and engaging but do they belong in the classroom? Can games and simulations be artistic, creative and still be educational? There is evidence that students participating in game-based learning experiences have higher declarative knowledge, procedural knowledge and retention of instructional material than those participating in more traditional learning experiences. But, what elements make games and simulations appropriate for learning and how can those elements be integrated into the classroom. This keynote discusses the careful blending of creativity, artistry and technology to create effective game-like simulations for learning.
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Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Learning and Instruction
1. Combining Art, Creativity and Industrial Simulations: Game-Based Tools for Learning and Instruction By Karl M. Kapp Bloomsburg University Twitter: @kkapp
3. Agenda How have simulations/games changed? Are simulation/games educational? What elements make simulations/games effective? . Show me some examples. 1 2 3 4
7. Games 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
12. Games 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
13. Flippy wants to become friends with you. Do you want to add Flippy to your friend’s list. Games 4.0
14. 10,000 hours of Game play 13 hours of console games a week Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17- year olds play video games at home.
15. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female and 26% of those females are over 18.
16.
17. Which builds more confidence for on the job application of learned knowledge? Class room instruction. Simulation Game.
18. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology . Simulation Game. 20% higher.
19. Percentages of Impact Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology . Type of Knowledge/Retention % Higher Declarative 11% Procedural 14% Retention 9%
32. Researchers have found that the human brain has a natural affinity for narrative construction. Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
34. Missile Command. Simple storyline: Missiles are falling and you must save your cities. Players can then imagine a nuclear war, aliens launching missiles, a moon base under attack, whatever they like in the context of the simple storyline.
35. Production – Players are producers, not just consumers, they are “ writers” not just “readers.” Even at its simplest level, players co-design games by the action they take and decision they make . James Paul Gee, University of Wisconsin-Madison
60. Summary How have simulations/games changed? Are simulation/games educational? What elements make simulations/games effective? . Show me some examples. 1 2 3 4
Notes de l'éditeur
Various games and the problems the gamers had to solve.
Question? What was the goal of the game, Oregon Trail.
What was the goal of Where in the World is Carmen Sandiego?
"It is clear that our new workforce is very comfortable with this approach," says Bruce Bennett, chief of the analysis-training branch at the DIA's Joint Military Intelligence Training Center... The games themselves are actually a surprisingly clever and occasionally surreal blend of education, humor and intellectual challenge, aimed at teaching the player how to think.... The games put the player into the shoes of a young, eager but sometimes hapless DIA analyst... Intelligence videogames are an example of the way in which the government's training methods are changing. Traditional decision-making exercises have been done through the classroom BOGSAT (Bunch of Guys Sitting Around a Table). But videogame technology offers the possibility of running long-distance exercises with human- and computer-controlled avatars.
Paxton Galvanek, a twenty-eight year-old helped rescue two victims from an overturned SUV on the shoulder of a North Carolina interstate. As the first one on the scene, Galvanek safely removed both individuals from the smoking vehicle and properly assessed and treated their wounds, which included bruises, scrapes, head trauma and the loss of two fingers. His medical background? None - other than what he's learned playing as a medic in the computer game America's Army.