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GAMING ACROSS THE CURRICULUM Finding and evaluating educational games MARJEE CHMI National Geographic Socie @mchmi TREVOR OWE Center for History and New Med @tjowe
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ISTE Gaming Presentation

Oct 22, 2014

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These are the introductory slides for our games and learning workshop at ISTE 2010
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Page 1: ISTE Gaming Presentation

GAMING ACROSS THE CURRICULUMFinding and evaluating educational games

MARJEE CHMIELNational Geographic Society

@mchmiel

TREVOR OWENSCenter for History and New Media

@tjowens

Page 2: ISTE Gaming Presentation

Young People Play Games

Page 3: ISTE Gaming Presentation

97% of teens ages 12-17 play computer, web, portable, or console games

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American

Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx

 

Page 4: ISTE Gaming Presentation

50% of teens played games “yesterday.”

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, Video Games, and Civics, Pew Internet & American

Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx

 

Page 5: ISTE Gaming Presentation

99% of boys and 94% of girls play video games

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games, and civics, Pew Internet & American

Life Project. Retrieved from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx

 

Page 6: ISTE Gaming Presentation

What Games Bring To Teaching

Page 7: ISTE Gaming Presentation

Games act as on-going assessments

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  

Page 8: ISTE Gaming Presentation

Games are inherently motivating

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  

Page 9: ISTE Gaming Presentation

Students work at their own pace

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  

Page 10: ISTE Gaming Presentation

Games encourage learning through mistakes

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.  

Page 11: ISTE Gaming Presentation

Things to look for…

Page 12: ISTE Gaming Presentation

Conceptually Challenging Material

Page 13: ISTE Gaming Presentation

Multiple Entry Points

Page 14: ISTE Gaming Presentation

Personal Goal Setting

Page 15: ISTE Gaming Presentation

Parallel Challenges

Page 16: ISTE Gaming Presentation

How to use games?

Page 17: ISTE Gaming Presentation

Awareness

links to games on your website include in parent newsletter recommend to school library

Page 18: ISTE Gaming Presentation

Optional

assign as homework assign as extra credit recommend to special educators use as transition activity for students

who finish assignments early

Page 19: ISTE Gaming Presentation

Large Group Activity:

Demonstration or full-class game on interactive

Use projector or interactive board

Page 20: ISTE Gaming Presentation

Small group-individual activity

Laptops Computer labs One laptop per student