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Video Games and Learning in the Classroom
Play
Remember the  sandbox ?
Is he  learning ?
“ It is paradoxical that many educators and  parents still differentiate between a time  for  learning  and a time for  play  without  seeing the vital connection  between them.” Leo F. Buscaglia, USC
“ The opposite of  work  is not  play ,  it’s  depression .” -Stuart Brown,  National Institute for Play
This is what  engagement looks like.
Are  they   learning ?
This is what  school   looks like.
Are  they   learning ?
Video Games
The average age of a game player is 34
The percentage of women who are video game players is 40%
Videos Game sales  in 2009 generated $10.5 billion
Between 5 th  grade and graduation, students will spend  10,080 hours in the classroom .
The average young person will spend 10,000 hours , by the time they’re 21,  playing video games . Jane McGonigal, Institute for the Future
A Parallel Curriculum?
“ ...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
Learning works best when new challenges are “ pleasantly frustrating ” in the sense of being felt by learners to be at the outer edge of, but within their “regime of competence”. That is, these challenges feel  hard, but doable . (Gee, 2007, p. 36).
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
“ 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
11 Tips for Bringing Video Games Into Your Classroom
#1  Read  what the experts are saying.
#2  Talk   to your students about what games they play.
#3  Let your  own  children  teach you   about the games  they  play.
#4  Pick up a new game and  play it .
#5  Put on your  teacher lenses .
#6  Don’t overlook  off-the-shelf  games.
#7  Always start with your  instructional goals  in mind.
#8  Collaborate  and  share  with other  professionals.
#9  Make  cookies  for your  IT staff ; they can be  powerful allies .
#10  Get your  principal  on board.
#11  Remember  how to  play .
Idea Starters
“ What if? ” world history with  Civilization IV . ,[object Object],[object Object],[object Object],[object Object],[object Object]
Nickel-and-dimed challenge in  The SIMS 2 . ,[object Object],[object Object],[object Object]
Study  statistics  through  MLB 2K10 . ,[object Object],[object Object],[object Object]
Tell a  story  using  Neverwinter Nights 2 . ,[object Object],[object Object],[object Object]
A story about a girl...
Questions?
Lucas Gillispie @PCSTech and @wowinschool
www.edurealms.com
Photo Credits: http://www.flickr.com/photos/benmcleod/213005390/ http://www.flickr.com/photos/divinedecay/4732129949/ http://www.flickr.com/photos/superhua/ http://www.psychologytoday.com/files/authors/stuart-brown.jpg?0 http://upload.wikimedia.org/wikipedia/commons/5/58/Leo_Buscaglia,_1987.jpg http://www.flickr.com/photos/mommylicious/4445019534/ http://www.flickr.com/photos/hrdrck/4515090284/ http://www.flickr.com/photos/zizzy/89581233/ http://www.flickr.com/photos/trojanguy/3402405468/ http://www.flickr.com/photos/takeda/3786428050/ http://www.pandorajewelrydenver.com/_product_73690/Spectacular_Cat_Eye_Spectacles http://www.flickr.com/photos/martinlukk/110883674/ http:// icoblog.wordpress.com / http://www.flickr.com/photos/betsyweber/4962298166/ http://www.flickr.com/photos/ecastro/3016899799/ http://www.flickr.com/photos/brianauer/2136995371/

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Video Games and Learning in the Classroom

  • 1. Video Games and Learning in the Classroom
  • 3. Remember the sandbox ?
  • 4. Is he learning ?
  • 5. “ It is paradoxical that many educators and parents still differentiate between a time for learning and a time for play without seeing the vital connection between them.” Leo F. Buscaglia, USC
  • 6. “ The opposite of work is not play , it’s depression .” -Stuart Brown, National Institute for Play
  • 7. This is what engagement looks like.
  • 8. Are they learning ?
  • 9. This is what school looks like.
  • 10. Are they learning ?
  • 12. The average age of a game player is 34
  • 13. The percentage of women who are video game players is 40%
  • 14. Videos Game sales in 2009 generated $10.5 billion
  • 15. Between 5 th grade and graduation, students will spend 10,080 hours in the classroom .
  • 16. The average young person will spend 10,000 hours , by the time they’re 21, playing video games . Jane McGonigal, Institute for the Future
  • 18. “ ...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
  • 19. Learning works best when new challenges are “ pleasantly frustrating ” in the sense of being felt by learners to be at the outer edge of, but within their “regime of competence”. That is, these challenges feel hard, but doable . (Gee, 2007, p. 36).
  • 20.
  • 21. “ 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
  • 22. 11 Tips for Bringing Video Games Into Your Classroom
  • 23. #1 Read what the experts are saying.
  • 24. #2 Talk to your students about what games they play.
  • 25. #3 Let your own children teach you about the games they play.
  • 26. #4 Pick up a new game and play it .
  • 27. #5 Put on your teacher lenses .
  • 28. #6 Don’t overlook off-the-shelf games.
  • 29. #7 Always start with your instructional goals in mind.
  • 30. #8 Collaborate and share with other professionals.
  • 31. #9 Make cookies for your IT staff ; they can be powerful allies .
  • 32. #10 Get your principal on board.
  • 33. #11 Remember how to play .
  • 35.
  • 36.
  • 37.
  • 38.
  • 39. A story about a girl...
  • 41. Lucas Gillispie @PCSTech and @wowinschool
  • 43. Photo Credits: http://www.flickr.com/photos/benmcleod/213005390/ http://www.flickr.com/photos/divinedecay/4732129949/ http://www.flickr.com/photos/superhua/ http://www.psychologytoday.com/files/authors/stuart-brown.jpg?0 http://upload.wikimedia.org/wikipedia/commons/5/58/Leo_Buscaglia,_1987.jpg http://www.flickr.com/photos/mommylicious/4445019534/ http://www.flickr.com/photos/hrdrck/4515090284/ http://www.flickr.com/photos/zizzy/89581233/ http://www.flickr.com/photos/trojanguy/3402405468/ http://www.flickr.com/photos/takeda/3786428050/ http://www.pandorajewelrydenver.com/_product_73690/Spectacular_Cat_Eye_Spectacles http://www.flickr.com/photos/martinlukk/110883674/ http:// icoblog.wordpress.com / http://www.flickr.com/photos/betsyweber/4962298166/ http://www.flickr.com/photos/ecastro/3016899799/ http://www.flickr.com/photos/brianauer/2136995371/

Notes de l'éditeur

  1. Photo Credit: http://www.flickr.com/photos/nateone/ Source: The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp .