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Games Galore

Games Galore. Hope Clausman Department Chair, Psychology/Sociology/Social Work Vincennes University 812-888-4149 hclausman@vinu.edu. This presentation……. Universal Design for Learning (UDL). Engagement. Representation Expression. UDL.

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Games Galore

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  1. Games Galore Hope Clausman Department Chair, Psychology/Sociology/Social Work Vincennes University 812-888-4149 hclausman@vinu.edu

  2. This presentation…… Universal Design for Learning (UDL) Engagement Representation Expression

  3. UDL • Universal Design for Learning (UDL) is a research-based framework for designing curricula—that is, educational goals, methods, materials, and assessments—that enable all individuals to gain knowledge, skills, and enthusiasm for learning. This is accomplished by simultaneously providing rich supports for learning and reducing barriers to the curriculum, while maintaining high achievement standards for all students. • Center for Applied Special Technology

  4. Universal Design for Learning calls for ... • Multiple means of representation, to give learners various ways of acquiring information and knowledge, • Multiple means of action and expression, to provide learners alternatives for demonstrating what they know, • Multiple means of engagement, to tap into learners' interests, offer appropriate challenges, and increase motivation. • http://www.cast.org/research/udl/index.html

  5. Technology & Games • We live in a Digital World • Children growing up in this world are called Digital Natives. • Social Networking • Life Organization • Homework • Entertainment, Videos, Music, • And, GAMING………. • Students have been raised on video games and expect the same level of engagement in the classroom (Pensky).

  6. Different Learners • From a practical standpoint, the profile of learners has changed (Prensky). Consider this -- today's children (who are quickly becoming tomorrow's college students and adult learners): • spend over 10,000 hours playing video games. • receive and send over 200,000 emails and instant messages • spend over 10,000 hours talking on digital cell phones and over 20,000 hours watching TV (a high percentage fast speed MTV). •  According to Prensky, they do all of this before they ever even leave for college! As a result, he suggests, "learning via digital games is one good way to reach Digital Natives in their 'native language'" (Prensky).

  7. Research Suggests: • Study conducted by Dr. Kurt Squire observed normally apathetic students at an inner city Boston school come to class with strategies to participate in a video game Civilization III.

  8. Research Suggests: • The National Science Foundation funded the River City project, which is an interactive computer simulation. A study in 2004-05 1,000 students showed increases in knowledge of Biology by 32-35%. This same study showed a drop in the absenteeism by 35%.

  9. Research Suggests: • Others are seeing the benefits of games to enhance education. Food Force, is a video game released by the United Nations. It is a 3D interactive video game that simulates the difficulties of dispensing aid to war zones. Within a year after its release, four million players had downloaded the game. This rivals other popular commercial video games.

  10. Research Suggests: • Paul Ladley of Game Ed conducted a pilot project (2011) As part of our launch of games-ED, which licences our collaborative games based learning to educational establishments, we have recently delivered a couple of pilot classes. The first was held in Primary School for a group of nine and ten year olds. The second was delivered in an all girls school in London to a year 8 tutor group aged between twelve and thirteen. The ages were particularly important as we wanted to test the games with a younger age group). The second was delivered in an all girls school in London to a year 8 tutor group aged between twelve and thirteen. The ages were particularly important as we wanted to test the games with a younger age group.Learning outcomes in the two schools: • 77.5% improvement in subject knowledge. • 57% improvement in decision-making skills. • 67% improvement in understanding of cause and effect • 51 5 improvement in group work. • Educators Find Digital Games Promising Tools in the Classroom According to National Survey

  11. Research Suggests: • The first national survey of teachers who are using digital games as part of their students' instruction, released today by the Joan Ganz Cooney Center at Sesame Workshop, found that digital games are becoming a consistent and valuable part of classroom activities. Fifty percent of teachers of grades K-8 reported they are using digital games with their students two or more days a week, with 18 percent using them daily. • Nearly 70 percent of educators reported that lower-performing students engage more with subject content with use of digital games, while three-fifths reported increased attention to specific tasks and improved collaborations among all students. Teachers said games make it easier to teach a range of learners in their classroom. Sixty percent said that using digital games helps personalize instruction and better assess student knowledge and learning. • http://joanganzcooneycenter.org/Press-Releases-60.html

  12. Research Suggests: • Dr. Jeff Ertzberger conducted a survey designed to identify the attitudes about the use of video games as instructional tools and the barriers that deterred them. The study of Southeaster North Carolina Teachers that revealed want to use game but lacked the time to do so. The survey research indicated that ghey wanted gmaes which matched their curriculum and templates for games that did not require a lot of time tor development. (2007)

  13. Game-Based Learning

  14. WHY Games? • Engaging for students • Interactive learning • Energize students • Consider different learning styles • Academic content is learned through games, regardless of whether or not they are designed for educational purposes

  15. WHY Games? • Promote a participatory and collaborative culture • Produce opportunities for cooperative learning • Allow for interest-driven learning • Game-based learning empowers teachers to act as coaches, advisors, and producers rather than as deliverers of content

  16. WHY Games? • Individualization of content to be learned • Transfer of learning • Differentiate instruction; games can be played at different levels • Increase motivation and promote behavioral change • Anchor for communication • Provide immediate feedback

  17. WHY Games? • Physical skills are enhanced, eye-hand coordination • Complex skills can be learned such as problem solving • Foster friendships • Expands learning opportunities • Universal Design for Learning

  18. Positive Impact • Games teach social skills. • Games teach fairness. • Games preserve memory. • Games teach empathy. • Games teach civic behavior. • Games energize. • Games promote learning.

  19. Barriers • Policies and lack of administrative support • Time • Funding or cost of games • Concern about relevance of the game to the curriculum • Digital and Generational Divides

  20. PowerPoint Games • Jeopardy • Who wants to be a ……….. • Quiz Show • Hollywood Squares • What’s behind the box? • Are You Smarter than a Fifth Grader? • Family Feud • Bingo • Scavenger Hunt • Hollywood Squaresby Mark Harmon (5th Grade Social Studies) • Align the Starsby Dr. Jeff Ertzberger, Watson School of Education, UNCW

  21. PowerPoint Games • Excellent PowerPoint Game Template Sites: • http://www.uncw.edu/edgames • This site includes actual games, templates, and videos of how to use the game. • Premium PowerPoint Game Template Site • (Dr. Jeff Ertzberger has created several games and games templates. This site is available for a low fee.) http://www.uncw.edu/private/bookowner/msgames.htm

  22. PowerPoint Game Resources • Parade of Games in PowerPoint - This site is devoted to PowerPoint games. There are a variety of templates of popular game show themes. The templates are free for educational purposes.Lee's Summit, MO R-7 School District Game Resources - This site provides a table of links to PowerPoint game templates and resources.Technology Tidbits - A Resource for Integrating Technology into Your Classroom (Leanna Prater, Lexington, KY) - This site includes multiple ideas, examples, and templates for integrating technology into the classroom. Check out the the link to PowerPoint games.

  23. PowerPoint MORE Game Resources • Homemade PowerPoint Games- PowerPoint games can be shared and downloaded on this site which is managed by an online community of teachers, parents, students, and software developers who promote experiential learning. (http://wwild.coe.uga.edu/pptgames/) • Be a Gameshow Host - Check out this wiki for a variety of PowerPoint game templates and resources. (http://be-a-gameshow-host.wikispaces.com/) • A is for Apple – More PowerPoint game templates. (http://teach.fcps.net/trt14/Power%20Point%20Games/power_point_games.htm) • And More……………. • http://jc-schools.net/tutorials/ppt-games/ • http://www.pppst.com/templates.html

  24. Online GameGenerators http://clear.msu.edu/dennie/matic/ • Free options: • Grade/No Grade • Fling the Teacher • Match-up Drag • Half a MIn http://www.contentgenerator.net/

  25. Online Game Generators http://www.contentgenerator.net/fling/default.shtml Create your own flash learning games. Free to not-for-profit organizations http://contentgenerator.net/gong/default.shtml

  26. Online Game Generators • WISC-ONLINE GameBuilder • GameBuilder is a software system created by Wisc-Online that allows instructors and trainers to enter questions and answers into a game template. • Baseball • Build Your Fortune • Matching • Tic-Tac-Toe • Jeopardy • Case Study • Hangman • Learning Land • Game Show • Bingo • TimeOut, Spin to Win, and Media Quiz • http://www.wisc-online.com

  27. Online Game Generators http://jeopardylabs.com/ Create customized online jeopardy games or use prepared templates.

  28. Game Software Free Download • Tux Math • Tux, of Math Command, AKA TuxMath, lets kids hone their arithmetic skills while they defend penguins from incoming comets, or offers them a chance to explore the asteroid belt with only their factoring abilities to bring them through safely! • http://tux4kids.alioth.debian.org/index.php

  29. Online Word Games/Puzzles • Create various word games and puzzles: • Word Search • Crossword Puzzle • Word Match • Word Scramble Crossword Labs http://crosswordlabs.com/view/place-value2 This online puzzle generator allows you to make your own Cryptograms, Hidden Messages, Word Search, Letter Tiles, Mazes, Math Squares, and MORE……

  30. Online Games

  31. More Online Games…. • http://www.activitypad.com/online-games/learning.html • http://www.cookie.com/ • http://www.greyolltwit.com/ • http://www.harcourtschool.com/index.html • http://www.thekidzpage.com/learninggames/index.htm

  32. Smart Board Games Smart Exchange – This site contains thousands of FREE resources and lesson plan for educators to use with the Smart Board. Lessons are aligned with standards and identified by grade level . http://exchange.smarttech.com/index.html#tab=0 Smart Express – This is the web-based version of the Notebook software. The Smart Express site allows educators and students to view, create, and interact with the Notebook software for FREE! http://express.smarttech.com/#

  33. Smart Board Games Dart Board Review Game Koosh Ball Games Sorry Game Tomato Splat

  34. Smart Board Game Templates • MWCSD Tech Coach Sitehttp://www.mwcsd.org/webpages/tcoach/news.cfm • Teachers Love Smart Boardshttp://teacherslovesmartboards.com/

  35. LEGO Games • LEGO GAMES • Action • Strategy • Adventure • Creative • Preschool

  36. Cell Phone Games • Answer NOW! • http://www.polleverywhere.com (text free, multiple choice or short answer responses) • Race to WIN! • http://wiffiti.com • Bulletin board that allow students to post a SMS response or by computer with a link. • Photo Scavenger Hunt • Use the camera feature to identify ????? • https://www.scavengerhunt.org/ This site provides a large database of scavenger hunt ideas and an online template for developing scavenger hunts.

  37. iPad/Tablet Games • Over 225,000 iPad apps • Multiple game apps • Educational (specific to content) • Word • Logic and Strategy • Traditional Board Games (Life, Checkers, etc.) • Card Games • Arcade

  38. iPad Games Bookworm Math and Word Bingo Futaba 4 Players Pop Math Stack the States Brain Quest Different Subjects Presidents vs. Aliens Electric Company Rocket Speller Spelling with Cimo Sight Words

  39. Video Games • What can students learn from video games? • Video games are interdisciplinary and cross nearly every subject. • Video games are future oriented. • Video games are historical and cultural. • Video games are international and promote connections around the world. • Video games promote play and fun.

  40. Video Games • Incorporate video games into the curriculum • Language Arts - write about the experience; compare and contrast • Oral Communication - debate the impact of video games on behavior • Statistical Analysis – analyze the data collected • Driving Games – calculate mileage and gasoline cost • Creative Thought – compare super heroes; create a superhero • Research – survey opinions about video games; review different types of video games • Physical Education – movement in video games • Health and Wellness – video game addictions; therapeutic value • Psychology – applications of learning theories • Ethics, Business, Economics, History, …………………………………. • Video Games in the Classroom, by David Hutchison • http://playingtolearn.org/index.html

  41. For information about commercial games that match to classroom subjects: • http://gamesparentsteachers.com/

  42. Music Games Name that tune! Connect with topic/concept! http://www.youtube.com/watch?v=bfI62hDBSpg

  43. Sources • Ablenet (ablenetinc.com) Special Education: Assistive Technology & Curriculum Solutions • CAST: Center for Applied Special Technology: http://cast.org/http://www.udlcenter.org/ • Ertzberger, J. (2010). Everybody wins: A teacher's guide to customizing games forany curriculum. Digital Book Edition. • Gabriel, K. F. (2008). Teaching unprepared students: Strategies for promoting success and retention in higher education. Sterling: Stylus. • Hutchison, David. (2007) Playing to learning: Video games in the classroom. Westport, CT: Teacher Ideas Press. • Moursund, D. (2011). Play together, Learn together: Science, technology, engineering, and math. Charlotte: Information Age Education. • National Center on Universal Design for Learning: http://www.udlcenter.org/ • Squire, Kurt. (2011) Video games and learning. New York: Teachers’ College, Columbia University.

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