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Storyboard for Gaming Presentation

Storyboard for Gaming Presentation. Kaija Spencer EDUC 7102: Principles of Distance Education Instructor Amar Almasude. History of Gaming and Gaming technology. Key Aspect of the Topic: Schools of thought. Expectations and Understandings.

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Storyboard for Gaming Presentation

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  1. Storyboard for Gaming Presentation Kaija Spencer EDUC 7102: Principles of Distance Education Instructor Amar Almasude

  2. History of Gaming and Gaming technology

  3. Key Aspect of the Topic: Schools of thought

  4. Expectations and Understandings • Educational Games are expected to cultivate the ability to… • Process information • Process information in parallel • Access information through imagery • Understanding the 5 axes of play • Freedom to fail • Freedom to experiment • Freedom to fashion identities • Freedom of effort • Freedom of interpretation Klopfer, Eric, Osterweil, Scot, Groff, Jennifer, Haas, Jason. (2009). Using the Technology of Today, In the Classroom Today: The Instructional Power of Digital Games, Social Networking, Simulations, and How Teachers Can Leverage Them. Retrieved from http://educationarcade.org Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness. Retrieved from http://educationarcade.org

  5. Best Practices for implementation • Choose Wisely • Think small • AAA Educational Games = AAA Entertainment Games • Put learning and game play first • Find the game in the content • Break the mold for where educational games are played. • Harness the great “soft skill” learning from games but connect it with content. • Don’t ignore, nor be too limited by, teacher training and readiness. • Play everywhere and anywhere. • Reduce, refuse, and recycle • Define the learning goals. • Forge partnerships-between academia, commercial companies, non-profits, foundations and government. • Don’t ignore or be too constrained by academic/state standards • Not just who but what, where, when, and why Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness. Retrieved from http://educationarcade.org

  6. Authentic Application of educational Gaming • Civilization • Commercial game • Goal of the game is to build an empire • Civilization IV allows four collaboration by utilizing teams • World of Warcraft (WOW) • Commercial game • Goal of the game is to outfit character utilizing cooperatively and competitively with other players. • Lure of the Labyrinth • U.S. Department of Education sponsored web-based game • Goal of the game is to use the clues to find a lost pet. Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness. Retrieved from http://educationarcade.org

  7. References 21st Century Education (2011). Retrieved from http://studentteacher.edublogs.com Klopfer, Eric, Osterweil, Scot, and Salen, Katie (2009). Moving Learning Games Forward: Obstacles, Opportunities, and Openness. Retrieved from http://educationarcade.org Klopfer, Eric, Osterweil, Scot, Groff, Jennifer, Haas, Jason. (2009). Using the Technology of Today, In the Classroom Today: The Instructional Power of Digital Games, Social Networking, Simulations, and How Teachers Can Leverage Them. Retrieved from http://educationarcade.org Sandford, Richard, Ulicsak, Mary, Facer, Keri, and Rudd, Tim. (2007). Teaching with Games Guidance for Educators. Video Game Timeline (2011).Retrieved from http://www.ebaumsworld.com FutureLab(Producer) (2007). Computer Games for Education[video]. Retrieved from http://www2.futurelab.org.uk/projects/teaching-with-games

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