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Storyboard for Gaming Presentation. Kaija Spencer EDUC 7102: Principles of Distance Education Instructor Amar Almasude. History of Gaming and Gaming technology. Key Aspect of the Topic: Schools of thought. Expectations and Understandings. - PowerPoint PPT Presentation
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Kaija Spencer
EDUC 7102: Principles of Distance Education
Instructor Amar Almasude
STORYBOARD FOR GAMING PRESENTATION
HISTORY OF GAMING AND GAMING TECHNOLOGY
KEY ASPECT OF THE TOPIC: SCHOOLS OF THOUGHT
EXPECTATIONS AND UNDERSTANDINGS
• Understanding the 5 axes of play• Freedom to fail• Freedom to experiment• Freedom to fashion identities• Freedom of effort• Freedom of interpretation
Klopfer, Eric, Osterweil, Scot, Groff, Jennifer, Haas, Jason. (2009). Using the Technology of Today, In the Classroom Today: The Instructional Power of Digital Games, Social Networking, Simulations, and How Teachers Can Leverage Them. Retrieved from http://educationarcade.org
Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness . Retrieved from http://educationarcade.org
• Educational Games are expected to cultivate the ability to…• Process information• Process information in parallel• Access information through imagery
BEST PRACTICES FOR IMPLEMENTATION
Choose Wisely Think small AAA Educational Games = AAA Entertainment Games Put learning and game play first Find the game in the content Break the mold for where educational games are played. Harness the great “soft skill” learning from games but connect it with content. Don’t ignore, nor be too limited by, teacher training and readiness. Play everywhere and anywhere. Reduce, refuse, and recycle Define the learning goals. Forge partnerships-between academia, commercial companies, non-profits, foundations and government. Don’t ignore or be too constrained by academic/state standards Not just who but what, where, when, and why
Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness . Retrieved from http://educationarcade.org
AUTHENTIC APPLICATION OF EDUCATIONAL GAMING
• Civilization• Commercial game• Goal of the game is to build an empire• Civilization IV allows four collaboration by utilizing teams
• World of Warcraft (WOW)• Commercial game• Goal of the game is to outfit character utilizing cooperatively and competitively with other players.
• Lure of the Labyrinth• U.S. Department of Education sponsored web-based game• Goal of the game is to use the clues to find a lost pet.
Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness .Retrieved from http://educationarcade.org
REFERENCES
Video Game Timeline (2011).Retrieved from http://www.ebaumsworld.com
21st Century Education (2011). Retrieved from http://studentteacher.edublogs.com
Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness. Retrieved from http://educationarcade.org
Klopfer, Eric, Osterweil, Scot, Groff, Jennifer, Haas, Jason. (2009). Using the Technology of Today, In the Classroom Today: The Instructional Power of Digital Games, Social Networking, Simulations, and How Teachers Can Leverage Them. Retrieved from http://educationarcade.org
Sandford, Richard, Ulicsak, Mary, Facer, Keri, and Rudd, Tim. (2007). Teaching with Games Guidance for Educators.
FutureLab(Producer) (2007). Computer Games for Education[video]. Retrieved from http://www2.futurelab.org.uk/projects/teaching-with-games