Gaming in the Classroom:

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Gaming in the Classroom: “Beast” or “Horribad”? (Sklathill, 2008- Flickr) Krista Wiles Technology in the Classroom Spring 2013

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Gaming in the Classroom:. “Beast” or “ Horribad ” ?. Krista Wiles Technology in the Classroom Spring 2013. ( Sklathill , 2008- Flickr ). Gaming 101. What IS gaming?. Gaming is the usage of electronic devices in the classroom for educational purposes. - PowerPoint PPT Presentation

Transcript of Gaming in the Classroom:

Gaming in the Classroom

Gaming in the Classroom:Beast or Horribad?(Sklathill, 2008- Flickr)

Krista WilesTechnology in the ClassroomSpring 2013What IS gaming?Gaming 101Gaming is the usage of electronic devices in the classroom for educational purposes.

Gaming aims to further develop, or add on to a students basic knowledge about a subject.

Gaming addresses a specific goal, while having fun and learning at the same time.There are different types of games.There are different types of devices.There are different usage approaches.

(Drilnoth, 2009- Wikimedia Commons)Gaming 101What IS gaming?Computer Games

(Gustav Agren, 2013- Wikimedia Commons)

(Sir Stig, 2009- Wikimedia Commons)

(Lolametro, 2011- Wikimedia Commons)

Gaming 101What IS gaming?Computer GamesVideo Games

(Guillaume Bokiau, 2004- Wikimedia Commons)

(Macara, 2007- Wikimedia Commons)

(Skyonist, 2007- Wikimedia Commons)

(Evan-Amos, 2011- Wikimedia Commons)(Qurren, 2006- Wikimedia Commons)Gaming 101The goal of gaming.Catch and hook students.Todays child Technological age.Motivation factor.

(ChinaFlag, 2008- Wikimedia Commons)Technological devices.COT games

Whats Out There?

(Coolcaesar, 2005- Wikimedia Commons)(Sandford, 2006; Van Eck, 2009) Technological devices.COT games

Educational games

Whats Out There?

(Bartmoni, 2009- Wikimedia Commons)(Sandford, 2006; Van Eck, 2009) Whats Out There?

(ChiemseeMan, 2006- Wikimedia Commons)Technological devices.COT games

Educational games

Most used/researched?Math gamesStrategy gamesVirtual games

(Sandford, 2006; Van Eck, 2009)

Research showsThe Good Teachers are jumping on board.* $21.8 billion dollars sold in 2008 on video games. (Nawaz, 2009)* 19% increase in 2009. (Nawaz, 2009)

Students who dont normally participate, are participating in gaming.(Pastore, 2010)

(J.J, 2004- Wikimedia Commons)Research shows

Conclusions from the data

The GoodThe most effective classroom games utilize:* Social negotiation* Inquiry learning* Reflective thinking* Authenticity of learning* Ease of use(Pastore, 2010)

As gaming grows in popularity, more customizable games will likely be created.This means: More subject areas covered. More state and national standards met.

(Pratheepps, 2006- Wikimedia Commons)Research shows

Conclusions from the data

Whats workingThe GoodStudents are coming to class motivated.

Students are excited to be using technology.

Students have specifically been showing more interest in math classes that involve games. (Pastore, 2010)

Addresses todays students and their needs.Research shows

Conclusions from the data

Whats working

Why teachers/students love itThe GoodFun.Engaging.Motivating.Fairly easy to use/understand.Conclusions from the data

There has been no significant effect on test performance since gaming has been introduced and used in the classroom. (Pastore, 2010)

Students must have a working knowledge of the data before video gaming can be considered useful.

Students can easily become distracted with networking sites. The Bad

(The Social Network, 2010- Wikimedia Commons)Conclusions from the data

Whats not working

Games do not always address student learning styles.

Students without a strong knowledge of computers cannot use the technology as effectively.

Students may take advantage of not being monitored constantly.The Bad Conclusions from the data

Whats not working

Why teachers arent sold yetThe Bad Need more options.

Need a way for student accountability.

Can be unnecessarily time consuming.

(Pratheepps, 2006- Wikimedia Commons)Mostly research and surveys.

The success of the student is most important.

As gaming becomes more accepted, there will be more options for use.

Things to RememberThings to RememberWhile considering if this is for you...Students are unique. Psalm 139:14aI praise you, for I am fearfully and wonderfully madeCater to all students. 2 Timothy 2:15Do your best to present yourself to God as one approved, a worker who has no need to be ashamedAlexander, J. (2009). Gaming, student literacies, and the composition classroom: Some possibilities for transformation. College Composition and Communication, Vol. 61, No. 1, pp. 35-63. Egenfieldt-Nelson, S. (2006). Overview of research on the educational use of video games. Digital Kompetanse, Vol. 1, pp. 184-213. Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay. Computers in Education, 51, 1609-1620.

Ke, F. (2008). Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educational Technology, Research and Development, 56.

Kirriemuir, J., McFarlane, A. (2004). Use of computer and video games in the classroom.

Nawaz, G. (2009). NPD: Video games sales data for 2008.

Pastore, R., & Falvo, D. (2010). Video games in the classroom: Pre- and in service-teachers preceptions of games in the k-12 classroom. International Journal of Instructional Technology and Distance Learning.

Sandford, R. (2006). Teaching with games: COTS games in the classroom.

Schrader, P. G., Zheng, D., & Young, M. (2006). Teacher perceptions of video games: MMOGs and the future of preservice teacher education. Innovate Online Journal.

Van Eck, R. (2009). A guide to integrating COTS games into your classroom. References

End Credits (From "Star Trek: First Contact")Jerry GoldsmithMemorable Scores (Paramount Pictures 90th Anniversary), track 13/22, disc 2/22002Soundtrack326528.53eng - iTunPGAP0eng - iTunNORM 00000461 0000038C 000046B1 00004D54 0004C6DB 0000E824 00007ABE 00007097 0004E8A1 0004C5D6eng - iTunSMPB 00000000 00000210 000007B0 0000000000DBABC0 00000000 006393D6 00000000 00000000 00000000 00000000 00000000 00000000