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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 • 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. • Learning Theory Supports It. • Easy Tools Empower It.
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)
"You can learn more about a man in one hour of playthan in one year • of conversation.” • -Plato .
“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
“Anyone who makes a distinction • between games and learning • doesn't know the first thing • about either.” • - Marshall McLuhan
Entertainment Engagement Education
Two Visions --Can They Coexist? • “I just want to play games.” • “Kids expect learning to be fun all the time”
Games Have Given Today’s Learners New Skills • collaboration • social networking • content immersion • problem solving • self-guided exploration • multiple modes of learning
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
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
Simple Games • Stand alone activities • Less Scaffolding • Fewer supplemental materials • http://fooddetectives.com
Matrix Math • Learning with iPods • Mid-School Humor • Aligned with Science Process Standards • http://cahe.nmsu.edu/matrix/index.html
Science Pirates • Inquiry Learning • Experimentation, Simulation • Aligned with Science Process Standards • Perfect post tests (pencil/paper) • http://sciencepirates.com
NMSU Educational Media Productions Cooperative Extension Service
NMSU Educational Media Productions Cooperative Extension Service
NMSU Educational Media Productions Cooperative Extension Service
“The mind is not a vessel to be filled but a fire to be kindled.” • -Plutarch
“Game designers have • a lot better take • on the nature of learning • than instructional designers.” • -Seymour Papert .
Gadgets, Toys, Trends • Much more than fun
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
Instant Recording via iPods • Small enough to carry anywhere • One Touch recorder • Downloads into iTunes instantly • File Podcast Ready
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