Using games, social media, and mobile devices in the classroom

  • Published on
    22-Mar-2016

  • View
    48

  • Download
    1

Embed Size (px)

DESCRIPTION

Using games, social media, and mobile devices in the classroom . Presented by: Assistant Professor, Akram Taghavi-Burris Graphics and Imaging Technologies dept. aburris@pittstate.edu. Abstract. - PowerPoint PPT Presentation

Transcript

Slide 1

Using games, social media, and mobile devices in the classroom Presented by: Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept.

aburris@pittstate.eduAbstractThe thought of students playing games, updating their facebook status or using mobile devices in class can give some educators the chills. This presentation aims to provide practical application of these new technologies in the classroom.

Problem & SolutionProblemStudents lack ofEngagementReinforced LearningSolutionPractical application ofGamesSocial MediaMobile Devices

Why

According to Sir Ken Robinson, world-renowned education and creativity expert, in a presentation on Changing Education Paradigms, this is the most technological stimulating times we have ever experienced on earth. However, students are often being penalized for being distracted from non-engaging content. These students would probably call it boring. What makes educational content boring to the students is not necessarily the content, but the way it is presented.

4Presentation StrategiesWays information is presented to usPush

Most of our education is presented using a push strategy, where we push the content to the students and hope they get the message. This strategy has been used in advertising for years, in way of commercials; and we all know what we do when we see a commercial, change the channel or tune it out. This same thing is happening to our students.

6Pull

An alternative strategy is pull, where a student is actively seeking information they want to learn. The pull strategy is often more effective, than push, but only tends to occur when the student has interest or a problem needing an answer. WebMD is a popular site that people visit when they are trying to figure out what might be causing their running nose and itchy eyes and thus educates through the pull method.

7Osmosis

Then there is osmosis which as it implies a gradual absorption of information. Osmosis is media-driven and it comes from the many bites of information that we encounter on a daily basis, news blurbs, tweet updates, and magazine covers. An example is that most students know that Pluto is no longer a planet, because of the media hype behind it, but they can not always state the names of the 8 official planets, and no the moon is not one of them.

8what we knowTodays generation of students growing up in a culture of osmosis and where pulling information is fun, making it is obvious that the push strategy cannot work on its own. New StrategiesThe evolution of digital games, emergence of social networking have helped shape new ways in which people are communicating, collaborating, operating and forming social constructs. (Klopfer, Osterweil, Groff, Haas, 2009)10 million subscribers

World of Warcraft800 million active memebers

FacebookMobile Devices

The popularity of mobile devices has also grown. According to Apple.com, the company sold 17 million iPhones in the last quarter, representing 21 percent unit growth and sold 11 million iPads during the same period, which is a 166 percent unit increase from year-ago.

13What does it mean?It means that our students can access information whenever, where ever they need/want it and can actively interact with it. Games in EducationTennis for Two

William Higinbotham created what is considered the first digital game Tennis for Two in 1958 to engage high school students who were visiting the Brookhaven National Laboratory, in New York. 16Player Demographics

Perhaps, it has to do with stereotypes, that the average gamer is a 13-18 year old anti-social boy, who enjoys violence. The truth of the matter is that the 68% of American households play games, average gamer is 35 years old and more women over 18 years old play games than boys under 18 (ESA, 2011).

17FeedbackFeedback is the positive or negative response to the players choices (actions).Feedback should encourage learning.Learning refers to learning the rules of the gameLearning gives players a sense of accomplishment The fact of the matter is that they are, they are learning the skills required to win the game. Most games start with a goal/objective that the player must reach in order to win, from there the player starts their journey figuring out the controls and the best method to reach their goals. The average gamer seldom reads the game manual and instead relying on trail and error to learn the mechanics of the game. In order to guide the player video games provide instant feedback. Feedback is the positive or negative response to the players choices (actions). Feedback encourages learning, which in this case refers to learning the rules of the game. Learning gives players a sense of accomplishment.

18Games as a systemGame systems are the set of interacting or interdependent elements forming the working game.Game systems can encompass other systems, a common system found in games are economies.Economies are systems that allow for the exchange of resources.

19System ElementsObjectsPropertiesBehaviorsRelationshipsIn education much of our curriculum is about teaching systems like english, math, science, they are all systems. In fact economics is a system that can often be found in games. Even causal games like Farmvile incorporates an economic system, where players must learn the best crops and livestock to invest to receive the best profit.20Educational GamesOregon TrailWhere in the World is Carmen SandiegoQuest AtlantisFood ForceOne of the classic educational games is Oregon Trail, designed by three teachers at Carleton College in Northfield, Minnesota, Don Rawitsch, Bill Heinemann, and Paul Dillenberger in 1971, was designed to teach school children about the realities of 19th century pioneer life on the Oregon Trail.

21Game QualityEducationalCommerical

Math Playground Math TV

Grand Theft Auto IVOften the problem associated with educational games is that, while effective, they do not engage the student for long periods of time that a commercial game does. Iowa Stat University Researcher, Scott McLeod, posted a very interesting debate about the differences in quality between educational and commercial games on the blog Dangerously Irrelevant. The article mentions not only the differences in graphics but in the story complexity as well.

22Commercial GamesSid Meiers Civilization RevolutionSim CityProfessor Layton and Curious VillageEndless OceanBrain AgeWii Sports

Game DesignWhen neither existing educational or commercial games meet the needs of your curriculumTeachers design a gameStudents design a gameGame Dev. ToolsGame Maker - http://www.yoyogames.com/ Unreal Development Kit - www.udk.com Unity http://unity3d.com/Adobe Flash** http://www.adobe.com XNA Game Studio* - http://bit.ly/rcAaLm

25Social Media in EducationWhat is Social MediaAccording to Wikipedia, social media is the use of web-based and mobile technologies to turn communication into an interactive dialogue.Social Media must provide the user withInformation (Media)Collaboration / NetworkingInteraction

Types of Social MediaSocial BookmarkingDel.icio.usBlinklistSocial Media SharingFlickrYoutubeSocial NewsDiggRedditSocial NetworkingFacebokGoogle +WikiesWikipediaWikiaWhy Use It ?Currently organizations are faced with highly complex problems that no one person can solve alone80% of US organizations have employees collaborating in teams (Brown, 2011)Many organizations today employ virtual collaboration (Brown, 2011).

Using LifelinesPhone a friendInstant Message Ask the AudiencePublic Post CommentsThink of Social Media as lifelines, when your in the hot seat on who want to be a millionaire. With so much information being produced every second, it is impossible to know everything, we shouldnt be teaching the what the answer is, but how to successfully find an answer and multiple alternatives30Help them Navigate

Where we like it or not social media is how todays youth is communicating. With out proper education on how to use this media, these individuals can fall prey to online predators and cyber bullying31Information ReliabilityIs everything on the web reliable? Consider:The credibility of the domain name (web address)Is the content up-to-dateWhat is credibility of the authorWas the content helpfulHome Hippo

Educational NetworksNingThink.comDigoLMS

Public NetworksFacebookTwitterLinked InGoogle + AppilcationSharing KnowledgeResearchCollaborationBe precise write meaningful content in 140 characters or lessCheck CrediabiltyMobile Devicesin EducationTypes of DevicesPhonesiPhonePocket computersMp3 PlayersiPodTape RecordersTabletsiPadSmall computerElectronic Text BookUsing PhonesPresent information with QR codesqrcode.kaywa.com Organize with CalendarsTake a pollpolleverywhere.comTake Pictures / Make VideosRecord lecturesUse cameras to take picture of items on a scavenger huntHave students record demonstrations to their phoneAnother way of using the recorder is have students create a captains log or even video confessions about how their project is going.

39Using PhonesTake Time (stopwatch)Calculator / Unit ConversionText Announcements / RemindersFlash CardsQuick Notes

Flash card apps {flash my brain}40Using iPodsDownload Study GuidesSpark NotesSAT VocabularyCisco Study GuidesPodcastsGoogleGetiTunes UBooks on TapeAudible

Using iPadsElectronic TextbooksiBooksKindleCourse SmartNotesEvernoteinClassSmartNote

Curriculum EnhancersPBSTEDWolfamAlphaArt & CreativitySketchbookPhotoshop ExpressSymphony

Using iPadsScienceNASA AppStar WalkEMD PTEWeb MDLanguageDictionaryTranslatorsGeographyGoogle EarthMaps of the World

MathMath BoardCalculator

43ConclusionGames, social media and mobile devices can provide tools to engage and reinforce learning by offering students interaction and near instant feedback.

Thank You

Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept.

aburris@pittstate.edu@ataghaviburris (twitter)www.akramsideas.com ReferencesAnnetta, Leonard A. Video Games in Education: Why They Should Be Used and How They Are Being Used Theory Into Practice; Summer2008, Vol. 47 Issue 3, p229-239, 11p, 2.Baron, Peter; Koe, Ernest; Ritchie, Steve; Stites, William. Ed Social Media. 2011. Web. 2 Nov 2011. (http://www.edsocialmedia.com)Bodnar, Kipp. 22 Educational Social Media Diagrmas HubSpot Blog, 2010. Web. 2 Nov 2011. (http://bit.ly/a5n19D)

ReferencesBrown, Donald. (2011). An Experiential Approach to Oragnizational Development. Saddle River, New Jersey: Pearson Education Inc.Entertainment Software Association (ESA). Industry Facts. theesa.com. Entertainment Software Association, 2011. Web. 1 Nov 2011. (http://www.theesa.com/facts/index.asp)Klopfer, Eric; Osterweil, Scot; Groff, Jennifer; Haas, Jason. (2009). The Instructional Power of Digital Games, Social Networks, Simulations and How Teachers Can Leverage Them. Education Arcade, Massachusetts Institute of Technology.

ReferencesMcLeod, Scott. Do Most Educational Games Suck? dangerouslyirrelaevant.org. Dangerously Irrelevant, 2009. Web. 2 Nov 2011. (http://bit.ly/9XzfTb)Robinson, Sir Ken. Changing Education Paradigms. YouTube, 14 Oct 2010. Online video. 1 Nov 2011. (http://youtu.be/zDZFcDGpL4U)Toppo, Greg. Social Media Find Place in Classroom USA Today, 2011. Web. 2 Nov 2011. (http://usat.ly/qg7nGA)

49Chart11417411

Last yearThis Year

Sheet1Last yearThis YeariPhone1417iPad411To resize chart data range, drag lower right corner of range.

Chart10.320.420.26

Age of Game Players

Chart10.60.4

Gender of Game Players

Sheet1Gender of Game PlayersMen60%Women40%To resize chart data range, drag lower right corner of range.