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Game On! Connecting Video Games and Virtual Worlds to Instruction
Video Games and Digital Natives
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65% of American households play computer and video games.
The average game player is  35  and has been playing games for  13 years .
38%  of homes have at least one console (such as:  Xbox, Playstation, Nintendo).
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The Digital Native Today’s High School Student Has Never Known A Time Without: CD Players Microwaves Nintendo The World Wide Web
A typical college student has spent less than  5,000 hours reading books,  but over  10,000 hours playing video games.
“ The 10,000-hours rule says that if you look at any kind of cognitively complex field, from playing chess to being a  neurosurgeon, we see this incredibly consistent pattern that you cannot be good at that unless you practice for 10,000 hours, which is roughly ten years, if you think about four hours a day.” -Malcolm Gladwell, author of Outliers:  The Story of Success
What if they spent that much time doing Biology homework?
“ When I go to school, I have to power down.” -Student
Their Brains Work Differently
Maybe we need to rethink how we teach them?
How Do You Engage The Digital Native?
They crave: Social Interaction Customized Experiences Achievement Multimedia Learning That’s Relevant
So, Why Video Games?
Customized Experiences
Social Interaction
Achievement
Learning That’s Relevant
Multimedia
Serious Games:  What the Researchers are Saying
“ ...the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning.” -James Paul Gee, University of Madison Wisconsin
“ ...within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and  social networks.” -Constance Steinkhueler, FuturePlay 2007, Toronto
“ Today's game designers have figured out something today's educators are still searching for: how to make learning engaging for today's kids. It would be a shame not to employ this knowledge in our classrooms.” -Marc Prensky
What I’ve Seen... Students in Virtual Worlds
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
So, how are educators using video games in instruction?
Larry Dugan , a college administrator, is using the MMORPG,  Lord of the Rings Online  to teach Tolkien in an immersive environment.
Revolution!  – a  Neverwinter Nights  modification allows students to explore colonial Williamsburg in a 3D, immersive environment.
Dimension-M, by Tabula Digita allows students to learn and practice pre-Algebra and Algebra skills in a multiplayer, action-oriented game world.
Peggy Sheehy’s Middle Schoolers  had an in-world trial based on the novel, Of Mice and Men, in Teen Second Life.
Time to Learn? Time to Game!
Why Let Students Make and Play Games? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Photo by  David S. Carter
Tools for Student Game Making (most are free) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],A Screenshot from Atmosphir
 
[object Object],[object Object],[object Object],[object Object],[object Object],Lucas Gillispie - lucas@edurealms.com

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Game On!

  • 1. Game On! Connecting Video Games and Virtual Worlds to Instruction
  • 2. Video Games and Digital Natives
  • 3.
  • 4. 65% of American households play computer and video games.
  • 5. The average game player is 35 and has been playing games for 13 years .
  • 6. 38% of homes have at least one console (such as: Xbox, Playstation, Nintendo).
  • 7.
  • 8. The Digital Native Today’s High School Student Has Never Known A Time Without: CD Players Microwaves Nintendo The World Wide Web
  • 9. A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games.
  • 10. “ The 10,000-hours rule says that if you look at any kind of cognitively complex field, from playing chess to being a neurosurgeon, we see this incredibly consistent pattern that you cannot be good at that unless you practice for 10,000 hours, which is roughly ten years, if you think about four hours a day.” -Malcolm Gladwell, author of Outliers: The Story of Success
  • 11. What if they spent that much time doing Biology homework?
  • 12. “ When I go to school, I have to power down.” -Student
  • 13. Their Brains Work Differently
  • 14. Maybe we need to rethink how we teach them?
  • 15. How Do You Engage The Digital Native?
  • 16. They crave: Social Interaction Customized Experiences Achievement Multimedia Learning That’s Relevant
  • 17. So, Why Video Games?
  • 23. Serious Games: What the Researchers are Saying
  • 24. “ ...the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning.” -James Paul Gee, University of Madison Wisconsin
  • 25. “ ...within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.” -Constance Steinkhueler, FuturePlay 2007, Toronto
  • 26. “ Today's game designers have figured out something today's educators are still searching for: how to make learning engaging for today's kids. It would be a shame not to employ this knowledge in our classrooms.” -Marc Prensky
  • 27. What I’ve Seen... Students in Virtual Worlds
  • 28. 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.
  • 29. Extreme Engagement! They spend hours outside of the game collaborating and planning in forums, researching maps, statistics, and strategies to improve their game.
  • 30. 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
  • 31. So, how are educators using video games in instruction?
  • 32. Larry Dugan , a college administrator, is using the MMORPG, Lord of the Rings Online to teach Tolkien in an immersive environment.
  • 33. Revolution! – a Neverwinter Nights modification allows students to explore colonial Williamsburg in a 3D, immersive environment.
  • 34. Dimension-M, by Tabula Digita allows students to learn and practice pre-Algebra and Algebra skills in a multiplayer, action-oriented game world.
  • 35. Peggy Sheehy’s Middle Schoolers had an in-world trial based on the novel, Of Mice and Men, in Teen Second Life.
  • 36. Time to Learn? Time to Game!
  • 37.
  • 38.
  • 39.  
  • 40.

Notes de l'éditeur

  1. Photo Credit: http://www.flickr.com/photos/34396501@N00/