Video Games and education

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Video Games and education A Power Point Presentation on the relationship between the video game industry and modern education techniques. By: James Alderman Defining the Term What are computer / video games? - Formally, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device. Education in the Past • In the past education centered around classroom learning and student/teacher involvement. • This model was good, but does not fit for all learning styles. • As we move towards a new and exciting future educators look for new ways to get students involved in their studies. Questions for the Future • What should educators and parents in the United States be doing today to prepare children for the twenty-first century? • What will children need to know? • What behaviors and skills will be important? • How might educators, parents, citizens, business, and government contribute to children's success? Why Video Games? • The video game industry has grown to be a multi – billion dollar industry (power) • Survey’s suggest that most 21 year-old people have played about 10,000 hours of video games in their life. (familiarity) • Most people are visual learners and video games should cater to their specific learning style (adaptation) • Technology is already a big part of some educational classes (expanding) Video Games as an Educational Tool? • Video games create new social and cultural worlds, worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about • Video games are certainly a future technology to be used with learning, however they are no “magic formula” to successfully teach every student • A well-designed curriculum delivered by a wellprepared educator still remains central to the most successful learning experiences. Games in the Media • Video Games are beginning to be recognized more and more by the Media as not just an educational tool, but also a career field. • Many Jobs can be found in this fast growing market and new talent is always coming in. • With jobs ranging from Professional Gamer to CEO of a major company, the video game industry can’t help, but be noticed for it’s worth. •For more information: -http://www.egm.1up.com -http://www.mlgpro.com Examples of Pro Gaming • j MLG New York Finals Round 1 Round 3 Time for a Change? The largest factor in the success of video games as an educational tool is overall acceptance as an educational medium. Until we see games as an educational resource this medium’s potential will continue to be wasted. However, over time things change and eventually education will change too. For now only time will tell….. Bibliography • Brinkley, C. Mark. "Expand and Conquer Expand and Conquer." Army Times 67.33 (2007): 35-36. Cohen, Gene D. "Research on Creativity and Aging: The Positive Impact of the Arts." Generations, 2006. 7-15. Vol. 30. Dillon, Sam. "No Test Tubes? Questions Arise on Virtual High School Science." New York Times, 2006. 1. Douglas, Gerald. "Teachers Sold Separately." Harper's Magazine, 2006. 4. Vol. 313. Eisler, Riane. "Education for the Twenty-First Century." Humanist, 2000. Eric, Morath. "Msu Kicks Video Games up a Degree." Detroit News 2007: A.1. Fisher, Mike. "Video Games." knight redder/tribune, 2002. Foss, B. A., and T. I. Eikaas. "Game Play in Engineering Education Concept and Experimental Results." International Journal of Engineering Education 22.5 (2006): 1043-52. Gudmundsen, Jinny. "Movement Aims to Get Serious About Games." Gannett News Service, 2006. Hayes, Elisabeth, and Lauren Silberman. "Incorporating Video Games into Physical Education." JOPERD: The Journal of Physical Education, Recreation & Dance 78.3 (2007): 18-24. • Inskeep, Steve. ""Video Game Programs Look for New Ways to Use Games."" Morning edition, 2006. Kim, Ryan. "Games Get Serious among Options Are Military Training, Fighting Cancer, Designing a Peace Plan." San Francisco Chronicle, 2006. C1. Lesko, Mattheww. "The Worlds Largest Educational Database." Info-power, 1994. Vol. 2. Margolis, J. L., et al. "Methodology for Evaluating a Novel Education Technology: A Case Study of Handheld Video Games in Chile." Computers & Education 46.2 (2006): 174-91. McLester, Susan. ""Game Plan -- in Part One of This Two-Part Series, Technology & Learning Looks at the Challenges of Using Games to Teach."" Technology and Learning, 2005. McLester, Susan, et al. "Top 10 Smart Technologies for Schools." Technology and Learning, 2002. Mooney, G. A., and J. G. Bligh. "Cyberist (C): A Virtual Game for Medical Education." Medical Teacher 20.3 (1998): 212-16. N/A. "Read to Succeed: How Schools Can Help Every Child Become a Reader." Start Early, Finish Strong: How to Help Every Child Become a Reader, 1999. Ogden, Debra A, et al. ""Should K-12 Physical Educators Make More Use of Technology in Their Classes?."" Journal of Physical Education, 2001. Price, Matthew. "Free Speech Often Wins over Video Game Laws." The Oklahoman, 2006. 3A. Read, Brock. "The Wired Campus." Chronicle of Higher Education 53.22 (2007): A27A27. Rosas, Ricardo, et al. "Beyond Nintendo: Design and Assessment of Educational Video Games for First and Second Grade Students." Computers & Education 40.1 (2003): 71-94. Scatteia, L. "Space-Themed Videogames: An Effective Way to Promote Space." Electronic Library 23.5 (2005): 553-66. Schiesel, Seth. ""the Land of the Video Geek"." New York Times, 2006. Seabrook, John. "Game Master." 2006. Sherlock, Karen. ""Chris Maukstad Plays a Video Game at an Internet Cafe in • Milwaukee, Wisconsin, on May 28, 2003."" KnightRidder/Tribune News Service, 2003. Smith, Karl A, et al. "Pedagogies of Engagement: Classroom-Based Practices." Journal of Engineering Education, 2005. 87. Vol. 94. Uchida, Donna, Marvin Cetron, and Floretta McKenzie. "What Students Must Know to Succeed in the 21st Century." The Futurist, 1996. Vranizan, Michelle. "Reality Check." Orange county register, 1994. Wright, Carol. "Children and Technology: Issues, Challenges, and Opportunities." Children Education, 2007. Ziegler, Susan G. "The (Mis)Education of Generation M." Learning, Media, & Technology 32.1 (2007): 69-81.

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