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GAMES and VIRTUAL ENVIRONMENTS

GAMES and VIRTUAL ENVIRONMENTS. Chapter Ten By: Jennifer Forbes. Origin/History. William Higinbotham: 1958 developed first computer game Ralph Baer: first video game; 1972 70’s considered “Golden Age of Arcade Games” 1985: Game Boy 1990’s: 3D graphics. Games.

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GAMES and VIRTUAL ENVIRONMENTS

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  1. GAMES and VIRTUAL ENVIRONMENTS Chapter Ten By: Jennifer Forbes

  2. Origin/History • William Higinbotham: 1958 developed first computer game • Ralph Baer: first video game; 1972 • 70’s considered “Golden Age of Arcade Games” • 1985: Game Boy • 1990’s: 3D graphics

  3. Games • Game- defined as an activity characterized by competition, rules, and winning and losing (Alsip and Trollope 2001). • Involve solving equations and mysteries, scoring points, guessing words, and handling sophisticated rules and situations. • Are simulations games? • Real-world content • If used correctly, can become a key teaching tool!

  4. Future of Gaming in Education • Students are immersed in technology outside of school. • Teachers are becoming aware that games provide situations to interest students in learning. • “Good computer games are not just entertainment but incorporate as many as thirty-six important learning principles (Gee 2003)” • Incorporating games in the classroom can improve student engagement and acheivement.

  5. Virtual Environments • Allows user to interact with a computer-simulated environment. • Primarily visual experience, some include additional sensory information (sound). • Similar to real world (pilot, combat training) or can differ significantly from real life (virtual reality)

  6. Future of Virtual Environments in Education • Has not heavily impacted education due to high cost and unavailability of computer processing power and memory. • If deficiences are overcome, virtual environments could become common in education.

  7. GAMES simSchool: program for training teachers VIRTUAL Environments Virtual reality: MUD MUVE MMOG MUCK VRML Educational Applications

  8. Websites • http://www.bigbrainz.com (“Timez Attack”)

  9. Works Cited Bitter G. & Legacy J. (2008) Using Technology in the Classroom, New York. (Pearson).

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