Embracing The Power Of Video Games And Virtual Worlds In Education

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This presentation presents some recent statistics about video games and gamers. It also discusses my research on the Dimension-M video game and its use with middle school math students. Also, suggestions on how teachers can integrate game making into their classroom and a discussion of the potential of virtual worlds is discussed.This is my presentation delivered at the 2009 NCTIES conference in Raleigh, NC.

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Presentation by Lucas Gillispie - lucas@edurealms.com

NCTIES 2009

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.

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/

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

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

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

A Step In The Right Direction

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

Focuses on pre-Algebra and Algebra.

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

experience.

Does playing Dimension-M affect student achievement?

Does playing Dimension-M impact student attitude?

What role does gender play?

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.

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.

When Students Make Their Own Games

Digital Storytelling That EngagesRequires Higher Order ThinkingRequires Students to Know ContentTaps Into The Innate Desire to

CollaborateNinja-like Drill and Practice!(They’ll go over material again

and again without realizing!)

Lucas Gillispie - lucas@edurealms.com Photo by David S. Carter

Use Microsoft Office! (Jeopardy in PowerPoint) – See Jeff Ertzberger’s Site

YoYo Games’ Game MakerScratch, Squeak, AliceRPG MakerTeen Second LifeAtmosphir

Lucas Gillispie - lucas@edurealms.com

A Screenshot from Atmosphir

Where “Edu-Gaming” Needs To Go…

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

A Screenshot from World of Warcraft

Warhammer Online Screenshot

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

They spend hours outside of

the game collaborating and

planning in forums,

researching maps, statistics,

and strategies to improve

their game.

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Teacher

Teacher

Ph.D. Candidat

e

Ph.D. Candidat

e

Stay-at-

home Mom

Stay-at-

home Mom

County SheriffCounty Sheriff

ResearcherResearcher

Business Owner

Business Owner

Editor for the Senate

Editor for the Senate

Produce ClerkProduce Clerk

Business AnalystBusiness 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

Representative

University Admissions

Representative

Director of IT

Director of IT

Network Administrat

or

Network Administrat

or

Protestant MinisterProtestant 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.

…we called them quests and missions 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?

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

Lucas Gillispie - lucas@edurealms.com

Visit: www.edurealms.comOn Twitter: PCSTech

Lucas Gillispie - lucas@edurealms.com

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