Video%20Games,%20Virtual%20Environments%20 - PowerPoint PPT Presentation

About This Presentation
Title:

Video%20Games,%20Virtual%20Environments%20

Description:

– PowerPoint PPT presentation

Number of Views:277
Avg rating:3.0/5.0
Slides: 27
Provided by: chassUt
Category:

less

Transcript and Presenter's Notes

Title: Video%20Games,%20Virtual%20Environments%20


1
Video Games,Virtual EnvironmentsHigher
Education
  • Joanna S. Robinson
  • www.JoannaSRobinson.com
  • SOCC38H3 Gender Higher Education
  • University of Toronto, Scarborough, November 12th
    2006

2
Why talk about video games higher education?
  • The isolated teenage male gamer is a myth

3
(No Transcript)
4
(No Transcript)
5
  • Games are widely used as educational tools, not
    just for pilots, soldiers and surgeons, but also
    in schools and businesses.
  • Games require players to construct hypotheses,
    solve problems, develop strategies, learn the
    rules of the in-game world through trial and
    error.
  • Gamers must also be able to juggle several
    different tasks, evaluate risks and make quick
    decisions.
  • Playing games is, thus, an ideal form of
    preparation for the workplace of the 21st
    century, as some forward-thinking firms are
    already starting to realise.
  • The Economist, August 4, 2005

6
  • By and large, computer and video games
  • have been ignored by educators.
  • When educators have discussed games,
  • they have focused on the social consequences
  • of game play,
  • ignoring important educational potentials of
    gaming.
  • - Kurt Squire, MIT

7
Some research on the use of video games in
education
  • A UK study concluded that simulation and
    adventure games - such as Sim City and
    RollerCoaster Tycoon, where players create
    societies or build theme parks, developed
    children's strategic thinking and planning
    skills. (BBC News, March 2002)
  • Researchers found that doctors who spent at least
    three hours a week playing video games made about
    37 percent fewer mistakes in laparoscopic surgery
    and performed the task 27 percent faster than
    their counterparts who did not play video games.
    (MSNBC News, April 2004)
  • A detailed literature review on video games and
    learning can be found here http//www.futurelab.o
    rg.uk/research/lit_reviews.htm

8
Discourse on games/vr education
  • Positives
  • Games can teach/train valuable cognitive and fine
    motor skills
  • Games can be used to practice teamwork/cooperation
    (eg. Military training)
  • Online games can be a positive social experience
  • Games can reinforce certain world views
  • Negatives
  • Games can reinforce certain world views!
  • E.g. Violence, Sexism, Racism, Heterosexism
  • Addiction
  • Escapism
  • Isolation
  • Anti-Social behaviour

9
A Feminist Perspective
  • Girls and women can benefit from becoming
    comfortable with video games, as they are
    introductory to the sphere of technology
  • Technology is constructed as for men
  • We are living in a time where technological
    proficiency and having the confidence to try new
    technologies are important skills
  • Online multiplayer games afford online
    social/virtual communities which can give girls
    and women social support and connectedness
  • Girls and women can explore experiences in online
    multiplayer games that may not be available or
    are less available to them in the real world
    this can be empowering and effect their everyday
    life ideas about themselves
  • Games are an ideal environment for collaborative
    learning and team work (feminist pedagogy)

10
Potential problems with using video games in
education
  • Negative perception of video games as just
    toys, perpetuating negative ideas and as a waste
    of time
  • Need to strike a balance between learning and
    fun
  • Hardware divide (graphics cards, internet
    connections)
  • Skills divide (technology is constructed as a
    masculine domain, slower typists may not be able
    to keep up with discussions)

11
Why use video games in higher education?
  • Makes learning more fun, a motivator
  • Artefact that reflects culture (basis for
    discussion and analysis)
  • Simulations
  • Virtual classrooms (distance learning etc)

(De Aguilera Méndiz, 2003)
12
Video games/vr education examples
  • Sonics Schoolhouse
  • CSI
  • Trauma Center
  • SimSuite
  • Virtusphere
  • New Media Consortium in Second Life
  • The Grad Student Colony in Second Life

13
CSI Video Game Series
  • PC Xbox, several titles in series
  • Player is a trainee crime scene investigator
  • Learns how to analyze crime scenes and use
    various tools and methods to identify the killer

14
(No Transcript)
15
Trauma Center Video Game
  • Video game made by Nintendo
  • Players care for patients and can carry out
    various operations and treatments
  • Teen target market
  • Game designed for entertainment, not teaching

16
(No Transcript)
17
SimSuite Medical Simulation Environment
  • The SimSuite Education System incorporates
    state-of-the-art interactive simulation
    technology that provides hands on reality
    without risks to patients.
  • Computer program linked to a simulated operation
    room and patient
  • Currently in use in the US

18
The VirtuSphere
  • The VirtuSphere system consists of a large
    hollow sphere that sits on top of a base that
    allows the sphere to rotate 360 degrees.
  • Wearing a wireless, head-mounted display, users
    can step inside the sphere to fully interact in
    immersive virtual environments.
  • VirtuSphere is marketed to target customers
    including- Military, law enforcement, homeland
    security agencies and first responders (for
    simulated training exercises)- The electronic
    gaming industry (as the ultimate setting for
    immersive gaming)- Health clubs and athlete
    training- Education and museums- Architects,
    real estate professionals and others who can use
    virtual walk throughs as a powerful way to
    present plans

19
(No Transcript)
20
The New Media Consortiumin Second Life
  • The New Media Consortium (NMC) is an
    international not-for-profit consortium of nearly
    200 leading colleges, universities, museums,
    corporations, and other learning-focused
    organizations dedicated to the exploration and
    use of new media and new technologies.
  • NMC has a campus in Second Life (a VR environment
    program), where members can hold classes, have
    meetings and conduct experiments/research

21
The Second LifeGrad Student Colony
  • (First Life) Graduate students meet regularly to
    discuss their research
  • They collaborate, share ideas and resources and
    have guest speakers

22
  • More images of Second Life Education
  • GNWCs Virtual Centre for Digital Media in Second
    Life

23
Conclusions
  • Video games, simulations and virtual reality are
    in their infancy
  • As technology advances further, we will have more
    opportunities and ways to use it for teaching and
    learning
  • Unstructured environments and structured
    environments can serve different
    teaching/learning purposes
  • Video games should be valued and perceived as a
    technology/medium that can go far beyond its
    entertainment roots

24
For thinking about on the blogDesign an
Educational Game
  • Assume you have plenty of in your game
    production budget!
  • In your game design team, come up with the
    following
  • General Game concept
  • Game type Single/Multiplayer/Massively
    Multiplayer, PC/Console/Mobile
  • Game Objectives What do you do in this game
    (short term goals)? What are you working towards
    in this game (long term goals)?
  • Inclusive Game design How will you make the
    game accessible to a diverse audience? (Think
    about gender, race, sexuality, literacy,
    technical skills, different types of learners)
  • Benefits - How will the game aid in
    teaching/learning? What skills will it help
    players to learn/practice?

25
Further thoughts for discussionVideo Games in
your class?
  • How would you feel if you had video games/VR in
    your classes?
  • How do you think it could fit into/add to your
    classes?
  • What might games/VR be able to provide you that
    is not available/easily done otherwise?
  • What might be some potential constraints/obstacles
    ?

26
Thankyou
  • Contact info
  • Joanna S. Robinson
  • MA Candidate in Popular Culture
  • Brock University
  • Joanna.Robinson_at_BrockU.ca
  • www.JoannaSRobinson.com
Write a Comment
User Comments (0)
About PowerShow.com