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Games in Higher Education

Tuesday April 12, 2011. Games in Higher Education. What are Games?. Types of Games. Class Objectives. Identify Characteristics of Games Decide What Makes Games Educational Identify Uses of Games in Education Identify Challenges to Using Games in Education.

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Games in Higher Education

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  1. Tuesday April 12, 2011 Games in Higher Education

  2. What are Games?

  3. Types of Games

  4. Class Objectives • Identify Characteristics of Games • Decide What Makes Games Educational • Identify Uses of Games in Education • Identify Challenges to Using Games in Education

  5. Historic Use of Games in Education • Drill and Practice • Reader Rabbit, Typing Skills, Math Contests • Simulation and Strategy • Military Pilot Training, The Sims, Case Study Reader Rabbit Video http://www.youtube.com/watch?v=jWhJBiUyMiM

  6. What Made These Games Educational????

  7. Can Games be Educational? • Educational games are games that have been specifically designed to teach people about a certain subject, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. They include board, card, and video games. • Wikipedia Definition

  8. Can Today’s Games Be Educational? • Yes!!! • Use to Review Material for Exams • In Class and On-line • Develop New Skills • Simulate Real Life Environments • Remember – On-line Games are Available to Students 24/7, Not Just 50 Minutes a Day

  9. Example Games Fold It Fantastic Food Challenge Immersive Education Chem Blaster

  10. Where Can Games Be Used? • Modeling Type Games (Scenarios) • Architecture, Engineering, Sociology, Business • Training (for Skills) • Medicine, Safety, Shipping, Aeronautics • Role Play • Foreign Language, Social Work, Geography • Manual Games • Science, Math, Economics, Writing

  11. Benefits of Using Games • Role Play • Engaged, Understand Sides, Communication • Computer Skill Training • Reduce Cost, Increase Safety • Computer Scenario Modeling • Reduce Cost, Easily Change Environments • Manual Games • Different Learning Styles

  12. How to Role Play • Define Objectives • Choose Context and Roles • Introduce the Exercise • Student Preparation / Research • The Role-Play • Concluding Discussion • Assessment

  13. Benefits of Role Play • Students Interact with the Material • Bridge Gap Between Lecture and Real Life • Help Non-Major Students See the Relevance in the Course • Show Students the Role of Viewpoints in Various Professions

  14. Sample Role Play • The Use of Land

  15. Common Barriers To Game Use • Preparation Time • Resource Issues • Doesn’t Fit with the Course • Amount of Class Time Required • Challenging / Risky Teaching Approach • Outcomes are Unpredictable/ Difficult to Control

  16. Critics of Video Games • Mindless Entertainment • Promotes Anti-Social Behavior • Gender Stereotype (Hero vs Damsel in Distress) • Causes Violent, Aggressive Behavior • Students Need Debriefed to Understand Difference in Creator Bias and Real Life • research on video game violence has failed to show that video games cause violent, anti-social, or aggressive behavior or poor school performance.

  17. Summary • Use to Involve Different Learning Styles • Computer/Video Games can be Used to Reduce Costs • Require Time and Resources to Develop Well • http://gaming.psu.edu/

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