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Integrating Games, Simulations & Virtual Worlds into the Classroom

Integrating Games, Simulations & Virtual Worlds into the Classroom. Celeste Okwe , Yeti Mallavi , and Sophia Davoli. Outline. Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses

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Integrating Games, Simulations & Virtual Worlds into the Classroom

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  1. Integrating Games, Simulations & Virtual Worlds into the Classroom Celeste Okwe, Yeti Mallavi, and Sophia Davoli

  2. Outline • Why we picked this topic? • Introduction to Simulations, Games, and Virtual Worlds. • Strengths • Weaknesses • QEP Competencies & Implementing Endless Ocean into the classroom(Endless Ocean Demo).

  3. Why This Topic? • Children are technology savvy/digital natives. • Research if games, simulations, and virtual worlds could offer fun, but meaningful learning. • How to properly integrate these types of technology effectively into the classroom.

  4. A Brief Introduction…

  5. Simulations Dictionary.com (2012) refers to simulation as the imitation or representation of behaviours , places, and things through an alternative media. In essence, they represent tools that facilitate learning through practice in a repeatable, focused environment.

  6. Virtual Worlds According to Dass, Dabbagh and Clark (2010), a virtual world is an interactive environment that is both three dimensional and animated. Users are able to socialize, communicate, experiment and move freely within a created world.

  7. Games An engaging interactive learning environment that captivates a player by offering challenges that require increasing levels of mastery. Basic components include: Player Roles, Game Rules, Goals and Objectives, Puzzles or Problems Narrative or Story, Players’ Interactions, Payoffs and Strategies, Feedback and Outcomes (Balasubramanian & Wilson, 2005)

  8. Strengths • Helps learnersunderstand the world. • Allows users to take certain risks without permanent consequences. • Allows learners to make connections between what they are learning in school and the real world. • Allows them to experience life, social, and career skills. • Quest Atlantis: http://atlantisremixed.org/site/view/Educators • Adds an interactive dimension compared to videos, images, and books. • Allows for cross-curricular learning.

  9. Weaknesses • Not always meant for academic learning. • Seek out the appropriate games, simulations, and virtual worlds is time consuming. • Difficult to evaluate. • Fear of some students not participating or cooperating.

  10. QEP Competencies (Using Endless Ocean) Mathematics, Science, and Technology • Competency 2: To make the most of scientific and technological tools, objects, and procedures. Cross Curricular • Competency 1: To use Information • Competency 4: To think creatively • Competency 6: To use ICT Essential Knowledge Living things • Matter • Systems & Interaction • Appropriate Language

  11. In Conclusion • We believe that when used appropriately, games, simulations, and virtual worlds can be very useful in meaningful learning within the classroom.

  12. Bibliography

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