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What Can We Learn From Video Games for Classroom Application Dr. Michael England Professor of Education Southwestern Adventist Univers August 2012

What Can We Learn From Video Games for Classroom Application?

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What Can We Learn From Video Games for Classroom Application?. Dr. Michael England Professor of Education Southwestern Adventist University August 2012. - PowerPoint PPT Presentation

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Page 1: What Can We Learn From Video  Games for Classroom Application?

What Can We Learn From Video Games for Classroom Application?

Dr. Michael EnglandProfessor of Education

Southwestern Adventist UniversityAugust 2012

Page 2: What Can We Learn From Video  Games for Classroom Application?

If the games generation are Digital Natives, what does that make the older generations – those who make or buy the e-Learning that the Digital Natives use?

One way to think of them is as “Digital Immigrants.” They came to the digital shores later in life, and they had to learn to cope with digital technology as adults.

Page 3: What Can We Learn From Video  Games for Classroom Application?

“For the first time in history, we are no longer limited by our teachers’ ability and knowledge.”

– Mark Anderson

Page 4: What Can We Learn From Video  Games for Classroom Application?
Page 5: What Can We Learn From Video  Games for Classroom Application?

Product of the Environment

Video games Computers Email

GenerationX

The Web Multiple,

mobile devices

Instant messaging

Online communities

MillennialsBaby Boomers

TV generation

Typewriters Memos

Page 6: What Can We Learn From Video  Games for Classroom Application?

Our Digital Native’s e-Life

Communicating email, IM, chat

Sharing Blogs, webcams

Buying & Selling ebay, papers

Exchanging music, movies, humor

Creating sites, avatars, mods

Meeting 3D chat rooms, dating

Collectingmp3, video, sensor data

Searching Info, connections, people

Analyzing SETI, drug molecules

Reporting Moblogs, photos

Programming Open systems, mods search

SocializingLearning social behavior, influence

Growing UpExploring, transgressing

Coordinating Projects, workgroups, MMORPGs

Evaluating Reputation systems–Epinions, Amazon, Slashdot

Gaming Solo, 1-on-1, small & large groups

LearningAbout stuff that interests them

EvolvingPeripheral, emergent behaviors

Page 7: What Can We Learn From Video  Games for Classroom Application?

Mind Boggling Statistics

Page 8: What Can We Learn From Video  Games for Classroom Application?

Today, 8-18 year-olds devote an average of 7 hours and 38 minutes

(7:38) to using entertainment media across a typical day (more

than 53 hours a week).  

And because they spend so much of that time ‘media multitasking’

(using more than one medium at a time), they actually manage to pack a total of 10 hours and 45 minutes

(10:45) worth of media content into those 7½ hours.

Page 9: What Can We Learn From Video  Games for Classroom Application?

Number of minutes per week that parents spend in

meaningful conversation with their children: 3.5

Page 10: What Can We Learn From Video  Games for Classroom Application?

Hours per year the average American youth spends in school: 900

Hours per year the average American youth watches television: 1500

Page 11: What Can We Learn From Video  Games for Classroom Application?

Number of murders seen on TV by the time an average child finishes elementary school: 8,000

Number of violent acts seen on TV by age 18: 200,000

Page 12: What Can We Learn From Video  Games for Classroom Application?

The average gamer will have played 10,000 hours by age 21 with 99 percent of male

gamers (94 percent for females) under the age of 18 playing five days a week.

Page 13: What Can We Learn From Video  Games for Classroom Application?

The average young person racks up 10,000 hours of gaming by the age of 21 -- or 24 hours less than they

spend in a classroom for all of middle and high school if they have perfect attendance.

Page 14: What Can We Learn From Video  Games for Classroom Application?

It's a remarkable amount of time we're investing in games. 5 million gamers in the U.S., in fact,

are spending more than 40 hours a week playing games -- the equivalent of a full time job! 

Page 15: What Can We Learn From Video  Games for Classroom Application?

Reading.  Over the past 5 years, time spent reading books remained steady at about :25 a day, but time with magazines

and newspapers dropped (from :14 to :09 for magazines, and from :06 to :03

for newspapers).  

The proportion of young people who read a newspaper in a typical day dropped from 42% in 1999 to 23% in 2009.  On

the other hand, young people now spend an average of :02 a day reading

magazines or newspapers online.

Page 16: What Can We Learn From Video  Games for Classroom Application?

Media and homework.  About half of young people say they use media either “most” (31%) or “some” (25%) of the time they’re doing their

homework.

Page 17: What Can We Learn From Video  Games for Classroom Application?

Rules about media content.  Fewer than half of

all 8- to 18-year-olds say they have rules about what TV

shows they can watch (46%), video games they can play

(30%), or music they’re allowed to listen to

(26%).  Half (52%) say they have rules about what they

can do on the computer.

Page 18: What Can We Learn From Video  Games for Classroom Application?

Gender gap.  Girls spend more time than boys

using social networking sites (:25 vs. :19),

listening to music (2:33 vs. 2:06), and reading

(:43 vs. :33).  

Boys spend more time than girls playing console video games (:56 vs.:14),

computer games (:25 vs. :08), and going to video websites like

YouTube (:17 vs. :12).

Page 19: What Can We Learn From Video  Games for Classroom Application?

Tweens and media.  Media use increases substantially when

children hit the 11-14 year-old age group, an increase of 1:22

with TV content, 1:14 with music, 1:00 using the computer, and :24 playing video games, for

total media exposure of 11:53 per day (vs. 7:51 for 8-10 year-

olds). 

Page 20: What Can We Learn From Video  Games for Classroom Application?

Texting.  7th-12th graders report

spending an average of 1:35 a day sending or receiving texts. (Time

spent texting is not counted as media

use in this study.)

Page 21: What Can We Learn From Video  Games for Classroom Application?
Page 22: What Can We Learn From Video  Games for Classroom Application?

Why Kids Drop Out of School

47% Classes weren’t interesting.43% Missed too many days and couldn’t catch up.42% Friends weren’t interested in school.38% Too much freedom & too few rules in my life.35% Was failing in school.

But 70% were confident they could have graduated. and 81% recognized that graduating was vital to their success.

Page 23: What Can We Learn From Video  Games for Classroom Application?

Today’s Students

Online 3 -5 hours per day.

Page 24: What Can We Learn From Video  Games for Classroom Application?

97% play video games

50% played yesterday

Today’s Students

Page 25: What Can We Learn From Video  Games for Classroom Application?

Today’s Students

Accustomed to high level of empowerment

Page 26: What Can We Learn From Video  Games for Classroom Application?

Today’s Students

Live in a world with lots of content to

choose from.

Page 27: What Can We Learn From Video  Games for Classroom Application?

Today’s Students

Are active learners

Page 28: What Can We Learn From Video  Games for Classroom Application?

Today’s Students Are active builders

Page 29: What Can We Learn From Video  Games for Classroom Application?

How Millennials Learn

Page 30: What Can We Learn From Video  Games for Classroom Application?

Themes of Millennials

• Digitally literate • Always on• Experiential•Mobile• Community-oriented

Page 31: What Can We Learn From Video  Games for Classroom Application?

Conventional Speed

TwitchSpeed

Step-by-Step Random Access

Linear Processing

ParallelProcessing

Digital Immigrants Digital Natives

Page 32: What Can We Learn From Video  Games for Classroom Application?

Text First

GraphicsFirst

WorkOriented

PlayOriented

StandAlone Connected

Digital Immigrants Digital Natives

Page 33: What Can We Learn From Video  Games for Classroom Application?

21st Century Learners•have had technology forever•have found new processes for critical thinking•have embraced the concept of change•have managed to strike fear into the previous generation

Page 34: What Can We Learn From Video  Games for Classroom Application?
Page 35: What Can We Learn From Video  Games for Classroom Application?

What was your favorite game?

What was enjoyable about it?

Page 36: What Can We Learn From Video  Games for Classroom Application?

Why Games Engage UsFun

PlayRulesGoals

InteractiveOutcomes & Feedback

AdaptiveWin states

Conflict, competitionProblem solvingInteraction with

peopleRepresentation &

Story

Enjoyment and Pleasure

Intense involvement Structure Motivation Doing Learning Flow Ego Gratification Adrenaline Creativity Social Groups Emotion

Page 37: What Can We Learn From Video  Games for Classroom Application?

We have learned to “play school.” 

We study the right facts the

night before the test so we

achieve a passing grade and thus

become a successful student.

– A high school student

Page 38: What Can We Learn From Video  Games for Classroom Application?

“...how many educators are able to keep

the undivided attention of 5th graders

multiple hours

straight without a

break...and yet video

games manage to do

so...”

Page 39: What Can We Learn From Video  Games for Classroom Application?

The gamer's world ─Move over, I'm driving; buckle up!

Page 40: What Can We Learn From Video  Games for Classroom Application?

There is always an answer

There is always a problem(s) that has a

solution(s) which lead to an end result -- the object

of the game.

Video games are fair.

Page 41: What Can We Learn From Video  Games for Classroom Application?

There is always an answer

A correct answer will give you information which will be useful in reaching the goal; thus you

must persevere to find a correct answer.

The answer is rarely

obvious.

The answer is always relevant.

Page 42: What Can We Learn From Video  Games for Classroom Application?

You might be frustrated for a while and you may need help in finding it, but it is always there.

Cheats (hints) are built into the program and

are part of the resources available to you.

There is always an answer

Cheats are OK, because you are learning (gaining valuable information) as

you move forward toward the goal.

Page 43: What Can We Learn From Video  Games for Classroom Application?

In schools, the answer is given to you; it is often not linked to anything relevant.

There is only one right answer and one right way to get there and cheats are not to be

tolerated!

There is always an answer

Students rarely, if ever,

associate fairness with

schools.

Page 44: What Can We Learn From Video  Games for Classroom Application?

Nothing isimpossible

You have the power to control your destiny. You can accomplish anything you

want, and therefore you are

motivated.

In any game, you have the tools and

the talent to be successful on your own, or you may

connect with someone who has the information you need

in order to move forward

(collaboration).You see yourself and

your friends do amazing things such as save the world from terrorists or alien invasions, create

thriving civilizations, and manage a successful

small business.

Page 45: What Can We Learn From Video  Games for Classroom Application?

Competition &

Collaboration

Competition and collaboration are

symbiotic rather than mutually exclusive

concepts.

Competition is inherent in game

structure. Competition is the

motivatingfactor

Competition does not eclipse collaboration;

in fact, collaboration is often an integral part

of furthering your success.

Page 46: What Can We Learn From Video  Games for Classroom Application?

Roles are clear

You understand

the rules, the tools at your disposal and

you are willing to take

the risks.

In games, roles are clearly defined. You

choose your role and understand its

powers and limitations.

Page 47: What Can We Learn From Video  Games for Classroom Application?

At the secondary level, a child may

have several teachers a day who all have

different definitions of the

child's role depending on the activity chosen or the concept being

taught.

Roles are clear

In schools, the roles are not as clear. The child's

role of “student” is defined at the discretion

of the teacher.

Page 48: What Can We Learn From Video  Games for Classroom Application?

Roles are clear

If a child comes into the learning environment with an identity that

is contrary to the role the teacher is asking them to

perform, he or she will not be successful. Thus, a child with a history of failure in math may

have difficult time accepting the role of “math student.”

Page 49: What Can We Learn From Video  Games for Classroom Application?

They dominate

their culture

Their experience tells them that with patience

and perseverance,

they will succeed.

They are the stars in their own adventure. They are responsible for their own success.

Page 50: What Can We Learn From Video  Games for Classroom Application?

Games vs.Schools

Compared to the classroom, games are empowering,

motivating, individualized differentiated learning

environments with set rules which value the efforts of

the individual child.

Games are challenging and

motivating.

Page 51: What Can We Learn From Video  Games for Classroom Application?

Games vs.Schools

The structure is apparent; the rules are clear

and unambiguous;

and your role in the game is well

defined. The goal is always

attainable.

Games offer the child a shared experience with

their peers in a collaborative

environment. They are a platform for problem

solving.

Page 52: What Can We Learn From Video  Games for Classroom Application?

Games arerule-based

Consequences of player behavior are

clearly either positive or

negative. If there is a disagreement

about the rules of the game, the game is stopped until the disagreement has

been resolved.

The rules are applied equally to each player. The rules of the game have to be sufficiently

well-defined so there is no room for individual

interpretation.

Page 53: What Can We Learn From Video  Games for Classroom Application?

Games arerule-based

In schools we tend to consider our classrooms rule-based. However, the teacher is the keeper and

the interpreter of the rules.

The teacher chooses the

game.

The teacher makes the rules and can change the rules at will, either for the class or for the individual.

The game continues even when rules are

broken.

Page 54: What Can We Learn From Video  Games for Classroom Application?

Player effort influencesThe game outcome

Yet these are the same students who spend hours playing games

which they find relevant, challenging

and fun.

The amount of energy the player puts into

the game invests the player with the

outcome.

Teachers are frustrated with the

lack of effort students are putting

into their assignments and

coursework.

Page 55: What Can We Learn From Video  Games for Classroom Application?

The Bad News!Educators have been slow to pick up on this fundamental shift in the way the video game generation learns. They know something is very different in the classroom; they

just can't pin point what it is.

Teachers are frustrated by their inability

to connect with students.

Page 56: What Can We Learn From Video  Games for Classroom Application?

The Bad News!

We are dealing with a new, rapidly

growing culture that refuses to be

force fed a “canned

education.”

This attitude is a slap in the face to

our traditional educational system, but it is a fact and it

is not going to go

Apathetic students are willing to be in school, perhaps, but motivated only by their parents,

their friends or the law. Even though they are

physically in attendance, they are not engaged in

the “game” we call school.

Page 57: What Can We Learn From Video  Games for Classroom Application?

The Bad News!

The structure of the game molds the

gamers‘ experiences, leading to a different way of looking at the

world and, given a certain situation,

determining how best to interact. Teachers who are not gamers

do not live in the same world and

therefore cannot see the possibilities.

Page 58: What Can We Learn From Video  Games for Classroom Application?

The Bad News!

The gamers are trying to send a message to their

teachers and to the educational system as a whole. Clearly, teachers are going to have to rethink how they present

material in the classroom.

Page 59: What Can We Learn From Video  Games for Classroom Application?

Kids will walk away from homework because

it is “too hard.”

Page 60: What Can We Learn From Video  Games for Classroom Application?

Kids will walk away from a computer game because it is“too easy.”

Page 61: What Can We Learn From Video  Games for Classroom Application?

ENGAGE MEor

ENRAGE ME

Page 62: What Can We Learn From Video  Games for Classroom Application?

In Fact, LEARNINGIs The BIG SECRETREASON

We Play Games!

Page 63: What Can We Learn From Video  Games for Classroom Application?

OUR JOB IS TOCOMBINE

GAME PEDAGOGYWITH

THE CURRICULUM

Page 64: What Can We Learn From Video  Games for Classroom Application?

Fifteen Principles of Gaming

• Risk-taking: Good video games lower the consequences caused from failure. Risks are encouraged.

• Customization: Games provide different difficulty levels and allow players to solve problems in different ways.

• Agency: Players gain a sense of ownership.

Page 65: What Can We Learn From Video  Games for Classroom Application?

• Well-Ordered Problems: Problems players face are built to lead players to form strategies that will work later, on harder problems.

• Challenge and Consolidation: Games allow players to gain mastery, then requires them to learn something new and consolidate their skills.

• “Just-in-Time” and “On Demand”: Games give verbal commands versus written.

Page 66: What Can We Learn From Video  Games for Classroom Application?

• Situated Meanings: Games always situate meanings of words in terms of actions, images and dialogue.

• Pleasantly Frustrating: Game are “doable” but challenging.

• System Thinking: Games encourage players to think about relationships, not isolated events.

Page 67: What Can We Learn From Video  Games for Classroom Application?

• Explore, Think Literally, Rethink Goals: Games encourage players to explore thoroughly before moving on, thinking laterally not just linearly.

• Smart Tools and Distributed Knowledge: Players often work with other characters to complete the game, knowledge and tools are shared.

• Cross-Functional Teams: Many games require players to be apart of multiplayer teams.

Page 68: What Can We Learn From Video  Games for Classroom Application?

• Kids who play games with their parents feel a stronger connection with them and also perform better in school.

• Playing "pro social" games like Super Mario Sunshine where you help out the world makes you three to four times more likely to help others in real life.

• As far as music games, 67 percent of respondents in a pool of 7,000 reported inspiration to play an instrument in real life after playing a music game.72 percent of musicians reported spending more time playing real instruments after playing music games.

So what are positive side effects of games?

Page 69: What Can We Learn From Video  Games for Classroom Application?

• Playing as an attractive, heroic character in a video game for 90 seconds will make players more confident for the next 24 hours. More likely to put themselves out there.

• The second most positive mental activity in soldiers was found after they played games for three to four hours. The most positive activity came from five to six hours of daily exercise.

• Gamers are more likely to have lucid dreams and are more likely able to take control in nightmares for positive outcomes.

So what are positive side effects of games?

Page 70: What Can We Learn From Video  Games for Classroom Application?

The Future1. Video games / simulations will have a

significant impact upon learning in the next 5 years that will be verified by hard data.

2. Games and simulations will transform learning in the next 10-15 years.

3. Institutions prepared to develop and use these simulations will have an edge.

4. There will be need to teach with, develop, and learn from these games and simulations.

Page 71: What Can We Learn From Video  Games for Classroom Application?

Go to: http://d2l.swau.edu  User Name: teacher.resource (don’t forget the period in-between) Password: love2teach Click on the class: EDUC 002 Technology Resource

Go to CONTENT tab at top and click for the resources

Resource Page

Page 72: What Can We Learn From Video  Games for Classroom Application?