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Learning from Video Games: Designing Digital Curriculums Eileen McMahon, Ed.M. Asgedet Stefanos, Ed.D. UMass Boston 13th Sloan-C Orlando,FL November 9, 2007 Introduction

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learning from video games designing digital curriculums

Learning from Video Games: Designing Digital Curriculums

Eileen McMahon, Ed.M.

Asgedet Stefanos, Ed.D.

UMass Boston

13th Sloan-C

Orlando,FL

November 9, 2007

introduction
Introduction
  • The researched benefits of video games/computer games support the fact that video games are models for digital curriculum
  • Video games engage a wide variety of intelligences and learning styles
  • Design principles can be gleaned from video games and applied to the development of digital curriculm.
multiple intelligences framework
Multiple Intelligences Framework

Interpersonal

Self smart

Linguistic

Word smart

Interpersonal

People smart

Musical

Music smart

Bodily-Kinesthetic

Body smart

Spatial

Picture smart

Logical MathematicalLogical smart

Linguisitic

Word smart

Theory developed by Howard Gardner

references
References
  • Parker, J. R. (2006). Cheating by video game participants. Proceedings of Canadian Game Study Association 2006 Symposium
  • Baranowski, T. Baranowski, J. Cullen, K; Marsh, T.; Islam, N. Zakeri, I.; Hones-Morreale, L. and Demoor, C. Squire's Quest! Dietary Outcome of Evaluation of a Multimedia Game. American Journal of Preventative Medicine, 14, 1, (2003), 52- 61.
  • Squire, K., & Barab Sasha. (2004). Replaying History: Engaging Urban Underserved Students in Learning World History Through Computer Simulation Games. Proceedings of the 6th International Conference on Learning Sciences, Santa Monica, Ca. 505.
  • Myriam, Desainte-Catherine, Jyorgy Kutag, Sylvian Marchand, Scrime, Katherine, Semal, University of Bordeaux 2, Pierre Hanna, Scrime. Playing with Sounds as Playing Video Games.Computers in Entertainment, 2(2)
references cont d
References (cont’d)

5. Greenfield, P. M. (1993). Representational Competence in Shared Symbol Systems: Electronic Media from Radio to Video Games. In R. R. Cocking, K. Rinnenger (Ed.), The Development and Meaning of Psychological Distance (pp. 161) Hillsdale, Erlbaum.

6. Greenfield, P. M. (1993). Representational Competence in Shared Symbol Systems: Electronic Media from Radio to Video Games. In R. R. Cocking, K. Rinnenger (Ed.), The Development and Meaning of Psychological Distance (pp. 161) Hillsdale, Erlbaum.

7. Green, C.S. , Bavelier, D. (2003). Action Video Games Modifies Visual Selective Attention. Nature, 534-537.

references cont d21
References (cont’d)

8.Johnson D. Maruyuma; G. Johnson, R., Nelson D. and Skon, L. Effects on Cooperative, Competitive and Individualistic Goal Structures on Achievement: A Meta-Analysis. Psychological Bulletin, 89, 1(1981) , 47-62.

9. Inkpen, K., Upitis, R., Klawe, M., Lawry, J., Anderson, A., Ndunda, M., et al. (1994). “ We Have Never-Forgetful Flowers in Our Garden: "Girls’ Responses to Electronic Games. Technical Report by E-GEMS University of British Columbia Vancouver B.C. 1993.

10. Inkpen, K., Upitis, R., Klawe, M., Lawry, J., Anderson, A., Ndunda, M., et al. (1994). “We Have Never-Forgetful Flowers in Our Garden: " Girls’ Responses to Electronic Games. Technical Report by E-GEMS University of British Columbia Vancouver B.C. 1993

references cont d22
References (cont’d)

11. Baranowski, T. Baranowski, J. Cullen, K; Marsh, T.; Islam, N. Zakeri, I.; Hones-Morreale, L. and Demoor, C. Squire's Quest. Dietary Outcome of Evaluation of a Multimedia Game. American Journal of Preventative Medicine, 14, 1, (2003) , 52- 61.

12. Denis, G., & Jouvelot, P. (2005). Motivation-driven Educational Game Design; Applying Best Practices to Music Education. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology ACE '05, 462.

13. Lee, J., Luchini, K., Benjamin Michael, Cathie Norris, & Elliot Soloway. (2004). More Than Just Fun and Games: Assessing the Value of Educational Video Games in the Classroom. Vienna, Austria. 1375.

references cont d23
References (cont’d)

14. Inkpen, K., Upitis, R., Klawe, M., Lawry, J., Anderson, A., Ndunda, M., et al. (1994). “ We Have Never-Forgetful Flowers in Our Garden: " Girls’ Responses to Electronic Games. Technical Report by E-GEMS University of British Columbia Vancouver B.C. 1993

15. Squire, K., & Barab Sasha. (2004). Replaying History: Engaging Urban Underserved Students in Learning World History Through Computer Simulation Games. Proceedings of the 6th International Conference on Learning Sciences, Santa Monica, Ca. 505.

contact info
Contact info:

Eileen McMahon

Eileen.mcmahon@umb.edu

Asgedet Stefanos

Asgedet.Stefanos@umb.edu