What’s the Latest in Market Data?. May 2009. Presenters. Ellen Bialo, Moderator Interactive Educational Systems Design Inc. (IESD) Tom Greaves, The Greaves Group Co-Author of the SIIA Trends Report on Mobile Devices (update) Lee Wilson, PCI
Interactive Educational Systems Design Inc. (IESD)
Co-Author of the SIIA Trends Report on Mobile Devices(update)
Author of Best Practices in Using EduGames and Simulations in the Classroom
Co-Author of the SIIA Postsecondary Market Report
Q and A
Can an iPod teach foreign language?
Penton Overseas is taking language learning to the next level with products made specifically for the iPod, iTouch and iPhone, with compatible formats supported by other video players and cell phones.
"Games are largely misunderstood in our society. They aren't necessarily trivial or sophomoric. Gaming is just a young medium," says Suzanne Seggerman, president and cofounder of Games for Change, a resource and support clearinghouse for game developers, nonprofit organizations, and educators. "They're a great way for people to explore serious issues."
"The thing we get with games that is different from what we get with books or other media is that we are able to actually build models of relationships between the different moving parts of a system and let people mess around with them, let people experience what happens when they change one variable or when they introduce a different kind of behavior." (Ian Bogost, associate professor of computational and digital media at the Georgia Institute of Technology and author of Persuasive Games: The Expressive Power of Video Games.)
“…three-quarters of American children play computer and video games outside of school. This is a learning opportunity they intuitively understand and appreciate. We have a choice: fight the tide by grousing about how pervasive video games are, or build upon the many beneficial ways they’re rewiring the way kids think and engage the world.” Joan Ganz Cooney Center at Sesame Workshop
“In 2008-9, there were an estimated 18.2 million postsecondary education students with total revenue of around $400 billion. Technology has infiltrated postsecondary institutions -- affecting classes, textbooks, and operations and opening up opportunities for improving learning, reducing costs, increasing revenues and improving security.”
The Greaves Group, LLC
Thomas W. GreavesChairmanThe Greaves Group, LLC1803 Parliament RoadEncinitas, CA 92024760-942-7654 (O)858-373-7654 (M)858-630-2714 (F)www.greavesgroup.comwww.ads2008.org
May 3 2009 – ETIS San Francisco
CEO PCI Education
Speak directly, set proper expectations
Connect to the familiar
Able to manage differentiated instruction for teachers (not students)
Games are collaborative and cross-disciplinary – coaching and team building are important
Value Ed Tech and provide air cover for teachers with new tools
Overview of games as teaching tools
Administrative tasks (rosters, grades. Etc.)
Range of implementation options
Roles & responsibilities of teacher and students
Intro to the game’s structure
Think broadly about who can benefit – don’t restrict to one group of students
Treat it like a “lab” – an opportunity for students to apply, probe, and test what they have learned
It will take 4x in time for the first plans
Incorporate 21st Century Skills in objectives
Blended learning using lecture, discussion, game play, essays is the most effective
Make failure fun and plan for transgressive play
Stay flexible – teachable moments will arise naturally
Please discuss the cross-over between high school and postsecondary programs. (Perkins in particular which is cross-over funding with foot prints in both secondary and postsecondary schools. Generally the funds include expenditures for secondary and community college/vocational schools.)
Please discuss the connections between workforce and postsecondary programs?
In your discussions around mobile technology, if you’re talking with district and/or state-level folks, it’d be great to learn a little more about their thoughts on having a standard for meta-tagging as Apple has done with iTunes in various states.
How can games and simulations definitively tie back to standards and provide coverage of standards so we know kids will succeed on summative exams?
What are teachers' attitudes towards using games for academic purposes?
What would it take to get teachers to use games in the classroom?
What is currently out there in the way of EduGames and simulations besides Sim City?
What studies have been done about student engagement and improvement when they use games and simulations? What do they show?