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Gaming in Education… Are We There Yet?

Gaming in Education… Are We There Yet? . Suzanne Ensmann Director of Program Effectiveness Adult Education, Indian River State College. Today’s Objectives. Define what a game is Identify who students of today (& tomorrow) are Discover why we want to include “gaming” in education

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Gaming in Education… Are We There Yet?

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  1. Gaming in Education…Are We There Yet? Suzanne Ensmann Director of Program Effectiveness Adult Education, Indian River State College

  2. Today’s Objectives Define what a gameis Identify who students of today (& tomorrow) are Discover why we want to include “gaming” in education Determine our next plan of action

  3. What a game is… • “A structured activity, usually undertaken for enjoyment and sometimes used as an educational tool.” Wikipedia • What’s the difference between a GAME and a simulation??? INTENT • A GAME has: • Rules • Challenges • Interaction • Jeannie Justice: http://www.authorstream.com/Presentation/geekydog2-443384-games-simulations-and-gamers/ Suzanne Ensmann

  4. Who students of today (& tomorrow) are… • 97% of children play electronic games. • 60% (~145 million) Americans play interactive games regularly. • “100% of college students polled on 27 campuses have played a video game.” Jeannie Justice: http://www.authorstream.com/Presentation/geekydog2-443384-games-simulations-and-gamers/ • 69% worldwide play interactive games http://wiki.answers.com/Q/How_many_people_play_video_games_in_the_world Suzanne Ensmann

  5. Characteristics of these students… • Gamers: • Believe there is always an answer; thus, nothing is impossible; • Expect trial and error; • Are: • aware that “failure is a learning experience, not an end result”; • aware there may be several ways to solve a problem and keep trying until they do; • self-governing; believe they have control of their destiny; • Confident in exercising their rights; • They “play well with others, but accept responsibility and consequences for their actions”. Jeannie Justice: http://www.authorstream.com/Presentation/geekydog2-443384-games-simulations-and-gamers/ • Who

  6. Characteristics of these students… • Gamers: • Are: • “risk takers”; • Embrace competition; • Andcollaboration! • See games as “rule based”; • Believe: • “roles are clear”; • Effort determines outcome; • “Games simulate real-life”. Jeannie Justice: http://www.authorstream.com/Presentation/geekydog2-443384-games-simulations-and-gamers/ • Who Suzanne Ensmann

  7. Why we want “gaming” in education… Meaningful Learning Failsafe Environment • Take advantage of: • The benefits of these gamers' mindset! • The tools they already have! • They are not going away!

  8. Prepare with 21st Century Skills • Teach them to • Think globally • Become producers vs. consumers • Demonstrate Digital Citizenship • Engage in critical thinking and problem solving skills • Prepare them for the jobs market with creativity, organizational, collaboration, communication, and entrepreneurial skills • NYTimes • Quest 2 Learn • Why

  9. Determine next plan of action… • The process: • Writing lessons • Changing the culture • Knowledge • Persuasion • Decision making • Implementation • Confirmation • From Rogers’ Diffusion of Innovation • How Don’t be afraid of “Disruptive Technology” Suzanne Ensmann

  10. Time to Play! Change the Culture… • Educational Simmulations • AKA: “Games” • Our Courts • Justice Sandra Day O'Connor’s vision • Change Management • Dr. Frick’s initiative, Indiana University • Rules: Look over the rules! • CM Video Tutorial • OC Teachers Guides • How

  11. My game plan… • Share? • Present? • Adopt? • How Suzanne Ensmann

  12. Thanks for joining me today!Questions? Contact Information: Suzanne Ensmann Director of Program Effectiveness Adult Education, Indian River State College #772-462-7408, sensmann@irsc.edu, www.tinyurl.com/sensmann-home (Select Presentations to locate this presentation) Suzanne Ensmann

  13. Thanks to these resources who collaborate for the greater good of education… Resource Links • Jeannie Justice, Health Science Academy Coordinator, IRSC: www.jeanniejustice.com • Kaiser’s Data: http://www.nytimes.com/2010/09/19/magazine/19video-t.html?pagewanted=4&_r=1&emc=eta1 • Flashcards: www.Iflipper.com • FLVS Conspiracy Code: http://www.flvs.net/areas/flvscourses/ConspiracyCode/Pages/default.aspx • Problem Solving Skills: http://www.bbc.co.uk/skillswise/words/reading/techniques/scanning/game.shtml • NY Times article: http://www.nytimes.com/2010/09/19/magazine/19video-t.html?_r=3&pagewanted=2&emc=eta1 • Quest to Learn: http://q2l.org/ • Rogers’ Diffusion of Innovation: http://en.wikipedia.org/wiki/Diffusion_of_innovations • Disruptive Technology: http://www.youtube.com/watch?v=HdLtWVy1DQI • Our Courts: http://www.icivics.org/games/do-i-have-right?redirect • Dr. Theodore Frick, Indiana University, Change Management game: http://www.icivics.org/games/do-i-have-right?redirect • Suzanne Ensmann’s Tech Tools: www.tinyurl.com/sensmann-tech-tools • See: Active Learning Content to Engage Students (freeware)!

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