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Gaming in Education

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Gaming in Education Are We There Yet? Suzanne Ensmann Director of Program Effectiveness Adult Education, Indian River State College Today s Objectives Define ... – PowerPoint PPT presentation

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Title: Gaming in Education


1
Gaming in EducationAre We There Yet?
  • Suzanne Ensmann
  • Director of Program Effectiveness
  • Adult Education, Indian River State College

2
Todays Objectives
  • Define what a game is
  • Identify who students of today ( tomorrow) are
  • Discover why we want to include gaming in
    education
  • Determine our next plan of action

3
What a game is
  • A structured activity, usually undertaken for
    enjoyment and sometimes used as an educational
    tool. Wikipedia
  • Whats the difference between a GAME and a
    simulation???

INTENT
  • A GAME has
  • Rules
  • Challenges
  • Interaction
  • Jeannie Justice http//www.authorstream.com/Prese
    ntation/geekydog2-443384-games-simulations-and-gam
    ers/

4
Who students of today ( tomorrow) are
  • 97 of children play electronic games.
  • 60 (145 million) Americans play interactive
    games regularly.
  • 100 of college students polled on 27 campuses
    have played a video game.
  • Jeannie Justice http//www.authorstream.com/Prese
    ntation/geekydog2-443384-games-simulations-and-gam
    ers/
  • 69 worldwide play interactive games http//wiki.a
    nswers.com/Q/How_many_people_play_video_games_in_t
    he_world

5
Characteristics of these students
  • Gamers
  • Believe there is always an answer thus,
  • nothing is impossible
  • Expect trial and error
  • Are
  • aware that failure is a learning experience, not
    an end result
  • aware there may be several ways to solve a
    problem and keep trying until they do
  • self-governing believe they have control of
    their destiny
  • Confident in exercising their rights
  • They play well with others, but accept
    responsibility and consequences for their
    actions.
  • Jeannie Justice http//www.authorstream.com/Prese
    ntation/geekydog2-443384-games-simulations-and-gam
    ers/

Who
6
Characteristics of these students
  • Gamers
  • Are
  • risk takers
  • Embrace competition
  • And collaboration!
  • See games as rule based
  • Believe
  • roles are clear
  • Effort determines outcome
  • Games simulate real-life.
  • Jeannie Justice http//www.authorstream.com/Prese
    ntation/geekydog2-443384-games-simulations-and-gam
    ers/

Who
7
Why we want gaming in education
Meaningful Learning
  • Take advantage of
  • The benefits of these gamers' mindset!
  • The tools they already have!

Failsafe Environment
  • They are not going away!

8
Prepare with 21st Century Skills
  • Teach them to
  • Think globally
  • Become producers vs. consumers
  • Demonstrate Digital Citizenship
  • Engage in critical thinking and problem solving
    skills
  • Prepare them for the jobs market with creativity,
    organizational, collaboration, communication, and
    entrepreneurial skills
  • NYTimes
  • Quest 2 Learn

Why
9
Determine next plan of action
  • The process
  • Writing lessons
  • Changing the culture
  • Knowledge
  • Persuasion
  • Decision making
  • Implementation
  • Confirmation
  • From Rogers Diffusion of Innovation

How
Dont be afraid of Disruptive Technology
10
Change the Culture
Time to Play!
  • Educational Simmulations
  • AKA Games
  • Our Courts
  • Justice Sandra Day
  • O'Connors vision
  • Change Management
  • Dr. Fricks initiative,
  • Indiana University
  • Rules Look over the rules!
  • CM Video Tutorial
  • OC Teachers Guides

How
11
My game plan
  1. Share?
  2. Present?
  3. Adopt?

How
12
Thanks for joining me today!Questions?
  • Contact Information
  • Suzanne Ensmann
  • Director of Program Effectiveness
  • Adult Education, Indian River State College
  • 772-462-7408, sensmann_at_irsc.edu,
    www.tinyurl.com/sensmann-home
  • (Select Presentations to locate this
    presentation)

13
Thanks to these resources who collaborate for the
greater good of education
  • Jeannie Justice, Health Science Academy
    Coordinator, IRSC www.jeanniejustice.com
  • Kaisers Data http//www.nytimes.com/2010/09/19/m
    agazine/19video-t.html?pagewanted4_r1emceta1
  • Flashcards www.Iflipper.com
  • FLVS Conspiracy Code http//www.flvs.net/areas/fl
    vscourses/ConspiracyCode/Pages/default.aspx
  • Problem Solving Skills http//www.bbc.co.uk/skill
    swise/words/reading/techniques/scanning/game.shtml
  • NY Times article http//www.nytimes.com/2010/09/1
    9/magazine/19video-t.html?_r3pagewanted2emcet
    a1
  • Quest to Learn http//q2l.org/
  • Rogers Diffusion of Innovation
    http//en.wikipedia.org/wiki/Diffusion_of_innovati
    ons
  • Disruptive Technology http//www.youtube.com/watc
    h?vHdLtWVy1DQI
  • Our Courts http//www.icivics.org/games/do-i-have
    -right?redirect
  • Dr. Theodore Frick, Indiana University, Change
    Management game http//www.icivics.org/games/do-i
    -have-right?redirect
  • Suzanne Ensmanns Tech Tools www.tinyurl.com/sens
    mann-tech-tools
  • See Active Learning Content to Engage Students
    (freeware)!

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