the use of games to educate

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Super Saturday Event . . . Games and Learning

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  • 1. The Use of Games to Educate Super Saturday 2008 November 1, 2008 Dru Ryan Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development dru.ryan@montgomerycollege.edu
  • 2. Overview Workshop Goals To introduce the concept of social networking and games in the classroom. Objectives Have an appreciation of learning and gaming Introduce the differing learning styles of digital native/millennials Expectations Be yourself http://www.montgomerycollege.edu/departments/cpod/tutorials.htm#
  • 3. Agenda 1. Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up
  • 4. What is a Game an activity among two or more independent decision makers seeking to achieve their objectives in some limiting context. . . Not all games are contests among adversaries -- in some games the players cooperate to achieve a common goal against an obstructing force or natural situation that is itself not really a player because it does not have objectives. Industrial Training http://www.etceteraedutainment.com/cs_alcoa.php Virtual Heroes http://www.virtualheroes.com/work.asp James Gee Video
  • 5. Attributes for Learning
  • 6. Basic Game Types
  • 7. Agenda 1. Introductions 2. Games Defined 3. Introducing Gen Y 4. Wrap Up
  • 8. Generational Variance in the Classroom The Veteran Generation -- 1920 -1933 (WWII Veterans, larger cohort) The Silent Generation -- 1933 - 1946 (depression Babies, smaller cohort) Baby Boom -- 1946 - 1964 (birth rate above 3.5 to 4 million a year) Generation X -- 1964 - 1980 (birth rate below 3.5 million a year) Generation Y -- 1980 - 2000 (birth rate above 3.5 to 4 million a year) Generation Z -- 2000+ (birth rate consistently above 4 million/ year) Adopted from Generation Learning Styles by Julie Coates Students Today Video
  • 9. Digital Natives Born between 19762000. Almost 100 million young adults between 324 years old. Largest generation (36% of total population). 31% are minorities; more diverse than the adult population. Have grown up in digital era surrounded by video games, DVD, computers, cell phones, iPods, etc. Prefer multitasking, receiving information quickly, using many forms of media, working together, and want learning to be immediately relevant and applicable
  • 10. Skills Gamers Have They are natural multi-taskers Are unafraid of making mistakes [constructivist philosophy] scenario based learning Enjoy collaboration: Web 2.0 Are capable of non-linear Thinking Goal oriented, appreciate inquiry based learning, especially via projects Ability to transfer lessons learned in virtual worlds to the real world (spatial orientation, best practices, mistake management) Tend to mix personal and professional
  • 11. Video Games have been a dening part of the Video Game Generation They are everywhere For those born before 1980s, video games are a fad For others, video games are far more pervasive Established People in their 20s and 30s have never known a time without digital games Emotional Many memories formed playing video games Expected Early career professionals believe 90% of their colleagues play video games more than casually. [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 12. Lessons Games Teach: The Individuals Role Youre the Star You are the center of attention Youre the Boss The world is responsive to you . . You can choose things about reality or switch to different experiences Youre the Customer and always right The game is designed for your satisfaction and entertainment, opponents are tough but not too tough Youre an expert You have the experience of getting really good Youre a tough guy You can experience all sorts of crashes, suffering and death . . . And it doesnt hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 13. Lessons Games Teach: How the World Works Theres always an answer You might be frustrated for a while, but you know the answer is out there Everything is Possible You see yourself doing amazing things . . . Defeating hundreds of people or beat the best sports team ever The world is a logical, human-friendly place Games are fair, events may be random but not inexplicable Trial and error is the almost always the best plan You can always start again Things are (unrealistically) simple You can experience all sorts of crashes, suffering and death . . . And it doesnt hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 14. Lessons Games Teach: How People Relate Its all about Competition Youre always competing . . . Even when collaborating We are all alone The game experience is basically solitary . .. Even in groups Young people rule Young people dominate gaming . . . Paying your dues takes a short time and there is no attention paid to elders [Got Game: How the Gamer Generation is Reshaping Business Forever] Financial Times Article and Exercise Read article, then discuss one way you have attempted (or witnessed) to incorporate one of these realities in class.
  • 15. Lessons Games Teach: What you should Do Rebel Edginess and attitude are dominant elements of the culture Be a hero You always get the stars role . . That is the only way to get satisfaction Bond with people who share your game experience National and cultural backgrounds take aback seat to common experience Make your own way in the world Leaders are irrelevant and often evil; ignore them Tune out and have fun The whole experience of gaming is escapist . . . When a game is boring, you leave [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 16. Benefits of Gaming Authentic Learning Makes training personally meaningful and relevant to the trainee by showing how the trainee will use the training in the real world Games greatly accelerate the sequence of acitivities being simulated and provides an immediate reward to those who make a correct decision Students who fail are informed of mistakes in real time and can correct the error Espouse constructivism: .. An educational philosophy founded on the premise that by reecting on our experiences, we construct our own understanding of the world we live in Iverson, Interactive Learning Strategies for Digital Delivery Games allow the player to gain experience and create their own model for what can be applied to life . . . Not just memorize facts. Anthrax Scare: http://www.thepodgame.com/pod/
  • 17. Benefits of Gaming [2] Encourages systems thinking Games are logically created and skills, strategies and ideas come together to create success. Carefully manipulating levels, friends and foes, and tendencies all lead to success Allows for a sandbox Games allow participants to play and make mistakes http://www.seriousgames.org/index2.html [poke around and try a few games]
  • 18. Links Students Today http://www.youtube.com/watch?v=dGCJ46vyR9o Social Networking and the Classroom http://www.youtube.com/watch?v=vrmGzJKU2JQ Web 1.0 vs 2.0 http://www.youtube.com/watch?v=YXFYkbQRgY4 James Gee on Games and Learning http://www.youtube.com/watch?v=qGd1URORsoE
  • 19. The Use of Games to Educate Super Saturday 2008 November 1, 2008 Dru Ryan Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development dru.ryan@montgomerycollege.edu