ISTE Gaming Presentation

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These are the introductory slides for our games and learning workshop at ISTE 2010

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GAMING ACROSS THE CURRICULUMFinding and evaluating educational games

MARJEE CHMIELNational Geographic Society

@mchmiel

TREVOR OWENSCenter for History and New Media

@tjowens

Young People Play Games

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

 

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

 

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

 

What Games Bring To Teaching

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.  

Games are inherently motivating

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

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.  

Games encourage learning through mistakes

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

Things to look for…

Conceptually Challenging Material

Multiple Entry Points

Personal Goal Setting

Parallel Challenges

How to use games?

Awareness

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

Optional

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

who finish assignments early

Large Group Activity:

Demonstration or full-class game on interactive

Use projector or interactive board

Small group-individual activity

Laptops Computer labs One laptop per student