1 / 19

From the Teaching Effectiveness Program: Video Games in Higher Education

Friday, April 25, 2008 3:00-4:30 pm, Proctor 41, Knight Library http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html. From the Teaching Effectiveness Program: Video Games in Higher Education. If video games are long, hard, and complex, why do people pay to play them?.

snowy
Download Presentation

From the Teaching Effectiveness Program: Video Games in Higher Education

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Friday, April 25, 2008 3:00-4:30 pm, Proctor 41, Knight Library http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html From the Teaching Effectiveness Program: Video Games in Higher Education

  2. If video games are long, hard, and complex, why do people pay to play them? From the keynote “Libraries, Gaming, and the New Equity Crisis” at the TechSource Gaming Symposium James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University

  3. 1. Lower the consequences of failure 2. Performance before competence (with support and help) 3. Players high on the agency tree (their choices matter) 4. Problems are well ordered 5. Cycles of challenge, consolidation, and new challenge (expertise) 6. Stay within, but at the outer edge, of a player’s “regime of competence” (confidence)

  4. 7. Encourage to think about systems instead of facts 8. Empathy for a complex system (you’re in it and a part of it) 9. Give verbal information, just in time and on demand 10. Situate meanings of words and symbols 11. Modding attitude (you can add to it and make it your own) 12. Assessment (graphs/charts at the end of a mission help with self-evaluation)

  5. Elsewhere: Hacking the Wii remote for physics class Inspired by Wii, professors create a virtual dance space ‘Wii’ bit of technology aids medical education Video Game in Mechanical Engineering Education www.ceet.niu.edu/faculty/coller Teaching math disguised as video game Uses in education:

  6. Video games mapping to information literacy indicators http://researchquest.blogspot.com/2008/01/acrl-info-lit-indicators-and-video.html http://researchquest.blogspot.com/2008/04/vs-mode-gta-iv-round-2.html Uses in education:

  7. At UO: Human Physiology - Anatomy class exercise based on a video game Music - use Wii remotes in a performance Teaching Effectiveness Program Math - for non-math folks Environmental Studies - simulation - proposed Literature - especially new media courses Computer Science - video game programming course Uses in education:

  8. For an anatomy class, driven by professor’s desire for a more useful student activity, the Center for Educational Technologies Interactive Media has been developing this module: In the classroom

  9. http://uoregon.edu/~dwight/CET/arm/ The bicep

  10. The characters:

  11. Libraries contain stories Have you seen how much text these have?

  12. In the library search for “video games” as a genre. Our collection and policies are on Scholar’s Bank:https://scholarsbank.uoregon.edu/dspace/handle/1794/5456 Try them yourself!

More Related