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Games & Gadgets

Games & Gadgets. Can Fun Empower Learning? Jeanne Gleason, EdD Director/Professor, Media Production and Barbara Chamberlin, PhD Director, NMSU Learning Games Lab http://www.learninggameslab.org. Why Are Learning Games Becoming Important?. Our Learners Demand It.

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Games & Gadgets

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  1. Games & Gadgets • Can Fun Empower Learning? • Jeanne Gleason, EdD • Director/Professor, Media Production • and Barbara Chamberlin, PhD • Director, NMSU Learning Games Lab • http://www.learninggameslab.org

  2. Why Are Learning Games Becoming Important? • Our Learners Demand It. • Learning Theory Supports It. • Easy Tools Empower It.

  3. Today’s Learners are Gamers • Kids play computer games regularly • Ages 2-7 play ~43 minutes/day • Ages 8-12 play ~56 minutes/day • Ages 13-17 play ~78 minutes/day • Most kids play computer games • 92% of kids ages 2-17 play video and computer games • (Gentile & Walsh, 2002) • Low income kids play computer games at home • Game play is their primary reason for using computers • (Jackson et al., 2005)

  4. "You can learn more about a man in one hour of playthan in one year • of conversation.” • -Plato .

  5. “It should be noted that children • at play are not playing about; • their games should be seen as their • most serious-minded activity.” • - Michel de Montaigne

  6. “Anyone who makes a distinction • between games and learning • doesn't know the first thing • about either.” • - Marshall McLuhan

  7. Entertainment Engagement Education

  8. Two Visions --Can They Coexist? • “I just want to play games.” • “Kids expect learning to be fun all the time”

  9. Games Have Given Today’s Learners New Skills • collaboration • social networking • content immersion • problem solving • self-guided exploration • multiple modes of learning

  10. What Traditionally Engaged Today’s Teachers?

  11. What Engages Today’s Learners?

  12. NMSU LearningGames Labhttp://www.learninggames.org

  13. Development Built on Testing

  14. Why we do What we do • Expand the “fun” in educational games • Track newest trends • Test our own games • Partner with other Universities • Train game developers of tomorrow

  15. Build on Solid Learning GoalsJust be smart about Marketing • “Games” to kids, • “Educational Software” to adults • Exit poll with kids, “What did you do and learn today?” • Newsletter home that recaps the week’s learning

  16. Simple Games • Stand alone activities • Less Scaffolding • Fewer supplemental materials • http://fooddetectives.com

  17. Matrix Math • Learning with iPods • Mid-School Humor • Aligned with Science Process Standards • http://cahe.nmsu.edu/matrix/index.html

  18. Ratio

  19. Science Pirates • Inquiry Learning • Experimentation, Simulation • Aligned with Science Process Standards • Perfect post tests (pencil/paper) • http://sciencepirates.com

  20. NMSU Educational Media Productions Cooperative Extension Service

  21. NMSU Educational Media Productions Cooperative Extension Service

  22. NMSU Educational Media Productions Cooperative Extension Service

  23. “The mind is not a vessel to be filled but a fire to be kindled.” • -Plutarch

  24. “Game designers have • a lot better take • on the nature of learning • than instructional designers.” • -Seymour Papert .

  25. Gadgets, Toys, Trends • Much more than fun

  26. Access to Millions-Easily

  27. Flip Video Ultra • Extremely simple - 4 buttons • Inexpensive $150 • Holds 1 hour • Easy download • Acceptable for Web • Built in Mic • Quick for iTunes, YouTube www.theflip.com

  28. Instant Recording via iPods • Small enough to carry anywhere • One Touch recorder • Downloads into iTunes instantly • File Podcast Ready

  29. Games & Gadgets • Can Fun Empower Learning? • Jeanne Gleason, EdD • Director/Professor, Media Production • and Barbara Chamberlin, PhD • Director, NMSU Learning Games Lab • http://www.learninggameslab.org

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