TIC TAK - Video Games In The Classroom

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This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!

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Video Games in the

Classroom

Doug Adams

ALTEC

The Millennial Generation

• Millennials

• Generation Y

• N-Gen, Generation Next

• Digital Natives

• Oyayubizoku ( 親指族 ) “Thumb Tribe”

“Kids say e-mail is, like, sooooo dead.” – CNET News, July 18, 2007

The Millennial Generation

“Today’s students are no longer the people our educational system was designed to teach”– Mark Prensky

Millennial Attitudes

“I have to ‘power down’ when I go to school.”

“When I am really busy, I hate going to school because I can’t do any work there.”

Characteristics of Digital Natives

• Active• Multi-tasking• Non-linear thinking• Ubiquity• Technical Fluency• Feedback• Individualization• Risk-taking• Collaborative

But how will people learn in a world that is so…

VIRTUAL?

From Scientific American, Aug, 1902:

[C]hildren cope more easily with the new necessities of life, and new arrangements which perplexed their parents become habits easily borne. Thus we may imagine future generations perfectly calm among a hundred telephones and sleeping sweetly while airships whizz among countless electric wires over their heads and a perpetual night traffic of motor cars hurtles past their bedroom windows. As yet, our nervous systems are not so callous.

Brain Research

The brain developed to solve problems related to surviving in an unstable outdoor environment that occur in near constant motion. – John Medina, Brain Rules

Brain Research

If you wanted to create an educational environment that is directly opposed to the way the brain is good at doing, you would probably design something like the modern classroom.– John Medina, Brain Rules

Patterns

The human brain loves patterns. We see patterns all around, in everyday life, in nature, in manmade objects.

We see patterns even when they don’t exist

Emotion

• Our brains work best when there are emotions involved– Excitement– Engagement– Enthusiasm– Exploration

– Frustration

Collaboration

Our brains want to work with others

Games…

…provide structured patterns

…create emotional connections

…encourage collaboration

“Better theories of learning are embedded in the video games many children play than in the schools they attend.”

– James Paul GeeWhat Video Games Have to Teach Us About Learning and Literacy

What kinds of theories?

• Student-centered learning• Peer teaching• Feedback• Problem-solving• Empathy, role-play• Collaboration• Practice• Development of expertise• Scaffolding

Umm, what?

Concerns about Games

• They cause violence• They are just for boys• They are just for kids• They are just for solitary

loners who spend all their time in the basement eating Cheetohs and drinking Mountain Dew

Scientific American

A pernicious excitement to learn and play _____ has spread all over the country, and numerous clubs for playing this game have been formed in cities and villages. Why should we regret this? It may be asked.

We answer, _____ is a mere amusement of very inferior character, which robs the mind of valuable time that might be devoted to nobler acquirements, while it affords no benefit whatever to the body.

_____ has acquired a high reputation as being a means to discipline the mind, but persons engaged in sedentary occupations should never practice this cheerless game; they require out-door exercises—not this sort of mental gladiatorship.

Scientific American, July, 1859

A pernicious excitement to learn and play chess has spread all over the country, and numerous clubs for playing this game have been formed in cities and villages. Why should we regret this? It may be asked.

We answer, chess is a mere amusement of very inferior character, which robs the mind of valuable time that might be devoted to nobler acquirements, while it affords no benefit whatever to the body.

Chess has acquired a high reputation as being a means to discipline the mind, but persons engaged in sedentary occupations should never practice this cheerless game; they require out-door exercises—not this sort of mental gladiatorship.

Challenges for Teachers

• Time

• Alignment with Standards

• Cost– Software– Hardware

• Assessment– Rubrics, participation, presentations

ALTEC Games

http://arcademicskillbuilders.com/– Math and Language Arts

http://www.4kids.org/– Angles and Coordinates

Doug Adams

dadams@altec.org

http://altec.org

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