Embracing The Power Of Video Games And Virtual Worlds In Education
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Transcript of Embracing The Power Of Video Games And Virtual Worlds In Education
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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.
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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.
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/
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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
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http://www.marcprensky.com/
“When I go to school, I have to
power down.”
-Student“When I go to school, I have to
power down.”
-Student
Photo from: http://earlycollegeofalaska.org
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They crave:
Social Interaction
Social Interaction
Customized Experiences
Customized Experiences
Learning That’s Relevant
Learning That’s Relevant Multimedia
Multimedia
AchievementAchievement
Photo: http://www.ecu.eduEducating The Net Generation - http://www.educause.edu/educatingthenetgen/5989
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A Step In The Right Direction
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3-D, Single or Multi-player, first-person shooter.
Focuses on pre-Algebra and Algebra.
Mission-based. Integrated math help. Engaging story. Customizable
experience.
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Does playing Dimension-M affect student achievement?
Does playing Dimension-M impact student attitude?
What role does gender play?
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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.
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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.
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When Students Make Their Own Games
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Digital Storytelling That EngagesRequires Higher Order ThinkingRequires Students to Know ContentTaps Into The Innate Desire to
CollaborateNinja-like Drill and Practice!(They’ll go over material again
and again without realizing!)
Lucas Gillispie - [email protected] Photo by David S. Carter
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Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site
YoYo Games’ Game MakerScratch, Squeak, AliceRPG MakerTeen Second LifeAtmosphir
Lucas Gillispie - [email protected]
A Screenshot from Atmosphir
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Where “Edu-Gaming” Needs To Go…
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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
A Screenshot from World of Warcraft
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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.
http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG
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They spend hours outside of
the game collaborating and
planning in forums,
researching maps, statistics,
and strategies to improve
their game.
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http
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Teacher
Teacher
Ph.D. Candidat
e
Ph.D. Candidat
e
Stay-at-
home Mom
Stay-at-
home Mom
County SheriffCounty Sheriff
ResearcherResearcher
Business Owner
Business Owner
Editor for the Senate
Editor for the Senate
Produce ClerkProduce Clerk
Business AnalystBusiness Analyst
Instructional
Technology Coordinator
Instructional
Technology Coordinator
Technology Engineer
Technology Engineer
Quality Assuranc
e Superviso
r
Quality Assuranc
e Superviso
r
Water/Sewer
Technician
Water/Sewer
Technician
College Studen
t
College Studen
tUniversity Admissions
Representative
University Admissions
Representative
Director of IT
Director of IT
Network Administrat
or
Network Administrat
or
Protestant MinisterProtestant Minister
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.
They are collaborating, online, with people from all
over the world. Differences in race, age,
gender, and nationality are no longer an issue.
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…we called them quests and missions 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?
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•www.seriousgames.org•www.educationarcade.org•www.markprensky.com•gaming.psu.edu•www.edurealms.com
Lucas Gillispie - [email protected]