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Video Games

Video Games. Reinventing the Traditional Education System By: April Bandell, Meghan Bloomer and Kathryn Grimm. Abstract. So, what’s this all about? Teachers are turning to video games to help teach in the classrooms.

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Video Games

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  1. Video Games Reinventing the Traditional Education System By: April Bandell, Meghan Bloomer and Kathryn Grimm

  2. Abstract • So, what’s this all about? • Teachers are turning to video games to help teach in the classrooms. • Whether it’s for history, gym, health or science, video games are extremely effective tools in classrooms.

  3. Why Video Games • Games are personalized, interactive, engaging and challenging • Games are educational because they allow students to gain hands-on experience while having fun • Video games can move the education system beyond traditional academic disciplines

  4. Do you remember playing… • Carmen Sandiego! • Carmen Sandiego Math Detective allows students to use math skills to help Carmen accomplish certain goals • Where in the World is Carmen Sandiego is a long time loved educational video game that teaches geography, agricultural knowledge and history • Why are games like these so effective? *Students learn without actually thinking they are learning*

  5. Video Games Save Money?! • This fact is surprise but true. • Think about your seventh grade frog dissection • The costs and time consumption of tradition frog dissections outweigh its benefits • There is a better way: BioLab Frog

  6. Gym Class Hero • Video games are saving gym classes all around the nation • Dance Dance Revolution is getting thousands more children involved in physical activity than before with tradition physical education • By the end of the decade, DDR will be in about 1500 schools around the nation • DDR appeals to a wider range of students

  7. The Moral of the Story • Video games are extremely effective in classrooms and are being used more and more every year. • The main priority of schools is to teach and if a video game can help, why not spread the joy.

  8. Bibliography • Bruin, Klass (1980). Simulation/gaming in education; some thoughts on schools, play and • reality. In Betty Hollinshead and Mantz Yorke (Eds.), Perspectives on academic • gaming and simulation 6 (pp. 131-137). London: Kogan Page Limited. • Dawson, Kara & Kovalchick, Ann (Eds.) (2004). Simulation and gaming. In Education • and technology. (Vol. 2, pp. 515-521). Santa Barbara, CA: ABC-CLIO, Inc. • Dowsey, Mike (1974). Computer simulation of laboratory experiements. In Jacquetta • Meyarry (Ed.), Aspects of simulation and gaming (58-62). London: Kogan Page • Limited. • Fishman, Eli. "E-OneRoom Schoolhouse: Adapting to the “New Kids”." Online Submission (2007): 1-13. ERIC. EBSCO. 25 Nov. 2007. • Gee, James P., Richard Halverson, Shaffer W. David, and Kurt R. Squire. "Video Games and the Future of Learning. WCER Working Paper No. 2005-4." Wisconsin Center for Education Research. (2005): 1-13. ERIC. EBSCO. 25 Nov. 2007. • Kraft, Eva (1972). Educational games for the primary school. In Jacquetta Meyarry (Ed.), • Aspects of simulation and gaming (pp. 63-65). London: Kogan Page Limited. • Only the Best (1998-1990). BioLab frog. In association for supervision and curriculum • development (Ed.), The annual guide to the highest-rated educational software and • multimedia (85). Alexandria, VA: Association for educational software and • curriculum development. • Only the Best (1999-2000). Carmen sandiego math detective. In association for • supervision and curriculum development (Ed.), The annual guideto the highest- rated educational software and multimedia (86). Alexandria, VA: Association for • supervision and curriculum development. • Playing to learn. (n.d.). Retrieved October 9, 2007, from www.Playingtoleanr.org/activities.html. • Schiesel, S. (2007, April 30). P.E Classes Turn to Video Game That Works Legs, Not Thumbs. The New York Times, pp. A.1. Retrieved October 9, 2007, from http://proquest.umi.com/pqdweb?did=1262417431&sid=1&Fmt=3&clientld=41150&RQT=309&VName=PQD. • Shreve, Jenn. “Let the Games Begin. Video Games, Once Confiscated in Class, Are Now a Key Teaching Tool, If They’re Done Right.” George Lucas Educational Foundation. (2005) 1-4. ERIC. EBSCO. 25 Nov. 2007. • Welcome to Connect. (n.d.). Retrieved October 9, 2007, from http://connect.educause.edu/. • Welcome to the video games learning tools spaces. (n.d.). Retrieved October 9, 2007, from http://videogamesaslearningtools.wikispaces.com/.

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