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VIDEO GAMES AND VIRTUAL WORLDS Implications for Education Presentation by Lucas Gillispie - [email protected]
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Video Games And Virtual Worlds: Implications for Education

Sep 06, 2014

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Education

Lucas Gillispie

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-by Lucas Gillispie, http://www.edurealms.com
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Page 1: Video Games And Virtual Worlds:  Implications for Education

VIDEO GAMES AND VIRTUAL WORLDS

Implications for Education

Presentation by Lucas Gillispie - [email protected]

Page 2: Video Games And Virtual Worlds:  Implications for Education

Video Games and the Students Who Play Them

Page 3: Video Games And Virtual Worlds:  Implications for Education

The Video Game Industry

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.

Page 4: Video Games And Virtual Worlds:  Implications for Education

People Who Play Video Games 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/

Page 5: Video Games And Virtual Worlds:  Implications for Education

Digital Natives

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

Page 6: Video Games And Virtual Worlds:  Implications for Education

Digital Natives

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

Page 7: Video Games And Virtual Worlds:  Implications for Education

How Do We Engage Digital Natives?

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

Page 8: Video Games And Virtual Worlds:  Implications for Education

The “Social Collaborative”

Page 9: Video Games And Virtual Worlds:  Implications for Education

A Step In The Right Direction

Dimension-M

Page 10: Video Games And Virtual Worlds:  Implications for Education

Dimension-M: The Game

3-D, Single or Multi-player, first-person shooter.

Focuses on pre-Algebra and Algebra.

Mission-based. Integrated math help. Engaging story. Customizable

experience.

Page 11: Video Games And Virtual Worlds:  Implications for Education

Dimension-M: My Research

Does playing Dimension-M affect student achievement?

Does playing Dimension-M impact student attitude?

What role does gender play?

Page 12: Video Games And Virtual Worlds:  Implications for Education

Dimension-M: My Research

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.

Page 13: Video Games And Virtual Worlds:  Implications for Education

Dimension-M: My Observations 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.

Page 14: Video Games And Virtual Worlds:  Implications for Education

Where “Edu-Gaming” Needs To Go…

Virtual Worlds

Page 15: Video Games And Virtual Worlds:  Implications for Education

What is a Virtual World?

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

Scene from Warhammer Online

Page 16: Video Games And Virtual Worlds:  Implications for Education

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

Page 17: Video Games And Virtual Worlds:  Implications for Education

Extreme Engagement!

They spend hours outside of

the game collaborating and

planning in forums,

researching maps, statistics,

and strategies to improve

their game.

Page 18: Video Games And Virtual Worlds:  Implications for Education

A Level Playing Field – Who are They Playing With?

http

://ww

w.ljp

lus.ru

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ir2.JP

G

Teacher

Teacher

Ph.D. Candida

te

Ph.D. Candida

te

Stay-at-

home Mom

Stay-at-

home Mom

County SheriffCounty Sheriff

Researcher

Researcher

Business Owner

Business Owner

Editor for the Senate

Editor for the Senate

Produce ClerkProduce Clerk

Business

Analyst

Business

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 Representa

tive

University Admissions Representa

tive

Director of IT

Director of IT

Network Administrat

or

Network Administrat

or

Protestant

Minister

Protestant

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.

Page 19: Video Games And Virtual Worlds:  Implications for Education

An example of an MMORPG played by students.

Warhammer Online Demonstration

Page 20: Video Games And Virtual Worlds:  Implications for Education

What if?

…we called them quests 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?

Page 21: Video Games And Virtual Worlds:  Implications for Education

Your opportunity to experience a virtual world.

Second Life Demo

Page 22: Video Games And Virtual Worlds:  Implications for Education

Reading Material

Page 23: Video Games And Virtual Worlds:  Implications for Education

•www.seriousgames.org•www.educationarcade.org•www.markprensky.com•gaming.psu.edu•www.edurealms.com

Edu-Gaming Websites

Lucas Gillispie - [email protected]

Page 24: Video Games And Virtual Worlds:  Implications for Education

Visit: www.edurealms.com

For More Resources:

Lucas Gillispie - [email protected]