game on!
DESCRIPTION
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.TRANSCRIPT
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Game On!Game On!
Connecting Video Games and Connecting Video Games and Virtual Worlds to InstructionVirtual Worlds to Instruction
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Video GamesVideo Gamesandand
Digital NativesDigital Natives
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• 267.8 million units sold in 2007. ($9.5 billion in revenue)• Nine games sold every Nine games sold every
second in 2007.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.
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65% of American households playcomputer and video games.
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The average gameplayer is 3535 and hasbeen playing gamesfor 13 years13 years.
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38%38% of homes have at least one
console (such as: Xbox, Playstation,
Nintendo).
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• 40% of all gamers are women over 18 (and growing).
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The Digital NativeThe Digital NativeToday’s High School Today’s High School
Student Has Never Known Student Has Never Known A Time Without:A Time Without:
CD PlayersCD PlayersMicrowavesMicrowavesNintendoNintendoThe World Wide WebThe World Wide Web
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A typical college studenthas spent less than 5,000 hours reading books, but over 10,000 hours10,000 hoursplaying video games.
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“The 10,000-hours rule says that if youlook at any kind of cognitively complexfield, from playing chess to being a neurosurgeon, we see this incrediblyconsistent pattern that you cannot begood at that unless you practice for10,000 hours, which is roughly tenyears, if you think about four hoursa day.”
-Malcolm Gladwell, author ofOutliers: The Story of Success
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What if they spent that much time doing Biology
homework?
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“When I go to school, I have to
power down.”
-Student“When I go to school, I have to
power down.”
-Student
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Their Brains Work Differently
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Maybe we need to rethinkMaybe we need to rethinkhow we teach them?how we teach them?
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How Do You EngageThe Digital Native?
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They crave:
Social Interaction
Customized Experiences
Achievement
Multimedia
Learning That’s Relevant
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So, Why Video Games?
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Customized Experiences
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Social Interaction
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Achievement
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Learning That’s Relevant
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Multimedia
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Serious Games: What the Researchers are Saying
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“...the designers ofmany good games have hit on profoundly good methods of getting people to learn and toenjoy learning.”
-James Paul Gee, University of Madison Wisconsin
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“...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
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“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
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What I’ve Seen...What I’ve Seen...
Students in Virtual WorldsStudents in Virtual Worlds
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Warhammer Online Screenshot
Extreme Engagement!
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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Extreme Engagement!
They spend hours outside of the They spend hours outside of the
game collaborating and planning game collaborating and planning
in forums, researching maps, in forums, researching maps,
statistics, and strategies to statistics, and strategies to
improve their game.improve their game.
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A Level Playing Field – Who are They Playing With?
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TeacherTeacher
Ph.D. Ph.D. CandidateCandidate
Stay-at-Stay-at-home home MomMom
County County SheriffSheriff
ResearcherResearcher
Business Business OwnerOwner
Editor for Editor for the the
SenateSenate
Produce Produce ClerkClerk
Business Business AnalystAnalyst
Instructional Instructional Technology Technology CoordinatorCoordinator
Technology Technology EngineerEngineer
Quality Quality Assurance Assurance SupervisorSupervisor
Water/Sewer Water/Sewer TechnicianTechnician
College College StudentStudentUniversity University
Admissions Admissions RepresentativeRepresentative
Director Director of ITof IT
Network Network AdministratorAdministrator
Protestant Protestant MinisterMinister
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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So, how are educators using video games in instruction?
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Larry Dugan, a college administrator, is using the
MMORPG, Lord of the Rings Online to teach Tolkien in an
immersive environment.
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Revolution! – a Neverwinter Nights modification allows students to explore colonial Williamsburg in a 3D, immersive environment.
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Dimension-M, by Tabula Digita allows students to learn and practice pre-
Algebra and Algebra skills in a multiplayer, action-oriented game
world.
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Peggy Sheehy’s Middle Schoolers had an in-world trial
based on the novel, Of Mice and Men, in Teen Second Life.
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Time to Learn?Time to Game!
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Why Let Students Make and Play Games?
• Digital Storytelling That Engages• Requires Higher Order Thinking• Requires Students to Know Content• Taps Into The Innate Desire to Collaborate• Ninja-like Ninja-like Drill and Practice!(They’ll go over material again
and again without realizing!)
Photo by David S. Carter
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Tools for Student Game Making(most are free)
• Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site
• YoYo Games’ Game Maker• Scratch, Squeak, Alice• RPG Maker• Teen Second Life• Atmosphir
A Screenshot from Atmosphir
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•www.seriousgames.org•www.educationarcade.org•www.markprensky.com
•gaming.psu.edu•www.edurealms.com
Lucas Gillispie - [email protected]