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Friday, April 25, 2008 3:00-4:30 pm, Proctor 41, Knight Library http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html. From the Teaching Effectiveness Program: Video Games in Higher Education. If video games are long, hard, and complex, why do people pay to play them?.

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from the teaching effectiveness program video games in higher education
Friday, April 25, 2008

3:00-4:30 pm, Proctor 41, Knight Library

http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html

From the Teaching Effectiveness Program: Video Games in Higher Education
if video games are long hard and complex why do people pay to play them
If video games are long, hard, and complex, why do people pay to play them?

From the keynote “Libraries, Gaming, and the New Equity Crisis” at the TechSource Gaming Symposium

James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University

slide3
1. Lower the consequences of failure

2. Performance before competence (with support and help)

3. Players high on the agency tree (their choices matter)

4. Problems are well ordered

5. Cycles of challenge, consolidation, and new challenge (expertise)

6. Stay within, but at the outer edge, of a player’s “regime of competence” (confidence)

slide4
7. Encourage to think about systems instead of facts

8. Empathy for a complex system (you’re in it and a part of it)

9. Give verbal information, just in time and on demand

10. Situate meanings of words and symbols

11. Modding attitude (you can add to it and make it your own)

12. Assessment (graphs/charts at the end of a mission help with self-evaluation)

uses in education
Elsewhere:

Hacking the Wii remote for physics class

Inspired by Wii, professors create a virtual dance space

‘Wii’ bit of technology aids medical education

Video Game in Mechanical Engineering Education

www.ceet.niu.edu/faculty/coller

Teaching math disguised as video game

Uses in education:
uses in education1
Video games mapping to information literacy indicators

http://researchquest.blogspot.com/2008/01/acrl-info-lit-indicators-and-video.html

http://researchquest.blogspot.com/2008/04/vs-mode-gta-iv-round-2.html

Uses in education:
uses in education2
At UO:

Human Physiology - Anatomy class exercise based on a video game

Music - use Wii remotes in a performance

Teaching Effectiveness Program

Math - for non-math folks

Environmental Studies - simulation - proposed

Literature - especially new media courses

Computer Science - video game programming course

Uses in education:
in the classroom
For an anatomy class, driven by professor’s desire for a more useful student activity, the Center for Educational Technologies Interactive Media has been developing this module:In the classroom
libraries contain stories
Libraries contain stories

Have you seen how much text these have?

try them yourself
In the library search for “video games” as a genre.

Our collection and policies are on Scholar’s Bank:https://scholarsbank.uoregon.edu/dspace/handle/1794/5456

Try them yourself!