Game based learning ppt presentation - final project

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  • 1. GAME-BASED LEARNING IN EARLY CHILDHOOD EDUCATION By: Robin LemireEDUC-7101-1 Diffusion and Integration of Educational Technology Dr. Timothy Green Ed.S in Educational Technology

2. IMPORTANCE OF PLAY IN EARLY CHILDHOOD EDUCATIONEffective leadership in 2015 will demand a global perspective demonstrated through local action. Leaders will require knowledge of myriad cultures and even the ability to speak another language or two. Now in 2015 effective leaders must be passionate and tireless in advocating for young children; be politically savvy while protecting the rights of children; and continue to cite research findings to convince stakeholders that dollars spent on young children today save many in the future.~ Scott Siegfried, 2005 (YC: Young Children, 60(1), 20-22) 3. WHAT IS GAME-BASED LEARNING? 4. IS THERE A NEED FOR GAME-BASED LEARNING IN EARLY CHILDHOOD EDUCATION?Photo retrieved from Yahoo.com/ 5. VIRTUAL WORLDS 6. VIRTUAL WORLDS CONT 7. CHILDREN ENJOY LEARNING IN GAME-BASED ENVIRONMENTS 8. CHILDREN LEARN WHILE HAVING FUN 9. COMPARISON OF TRADITIONAL TRAINING, HANDS-ON, AND GAME-BASED LEARNINGhttp://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html 10. BREAKING DOWN THE DIFFUSION AND IMPLEMENTATION PROCESS~ Innovation ~ Communication Channels~ Time ~ Social Systems 11. BREAKING DOWN THE DIFFUSION AND IMPLEMENTATION PROCESS Rogers (2003) notes there are six stages in a proposed innovation-development process. These six stages are: ~ Recognizing a problem or need ~ Basic and applied research ~ Development ~ Commercialization ~ Diffusion and Adoption ~ Consequences 12. RECOGNIZING A NEED OR A PROBLEMRetrieved from Yahoo.com 13. BASIC OR APPLIED RESEARCHRetrieved from Yahoo.com 14. DEVELOPMENTRetrieved from Yahoo.com 15. COMMERCIALIZATIONRetrieved fromYahoo.com 16. COMMERCIALIZATION CONTRetrieved fromYahoo.com 17. DIFFUSION AND ADOPTIONRogers (2003) notes the five attributes for adoption of innovations are: ~ Relative Advantage: How much is the innovation perceived as being better than what already exists ~ Compatibility: How well does the innovation match existing norms, values, needs, expectations and previous experiences ~ Complexity: How easy is the innovation to use and understand for users?~ Trialability: How easy is the innovation to try out and experiment with and not have to commit fully. ~ Observability: How easy is it to observe the advantages achieved from adapting the innovation? (Egenfeldt-Nielsen, 2010). 18. CONSEQUENCESRetrieved from Yahoo.com 19. GAME-BASED LEARNING MARKET 20. GAME-BASED LEARNING MARKET CONT 21. S-CURVE FOR GAME-BASED LEARNING% of Innovation Maximum Innovation By the 2000s we were wired and well connected. Gaming and education continued its popularity.Game-based Learning is steadily becoming implemented in multiple levels of education.The 1990s became the age of the PC. Gaming and education was becoming more popular.As early as the first microcomputers in the late 1970s gaming and education have gone hand-in-hand.1970s1980s1990s2000s2010s 22. CONCLUSIONINSTITUTIONAL COMMITMENT AND SUPPORT 23. REFERENCES Barjis, J., Sharda, R., Lee, P. D., Gupta, A., Bouzdine-Chameeva, T., & Verbraeck, A. (2012). Innovative teaching using simulation and virtual environments. Interdisciplinary Journal of Information, Knowledge & Management, 7237-255. EdTechReview (ETR). (n.d.). What is GBL (game-based learning)? Retrieved from http://edtechreview.in/dictionary/298-what-is-game-based-learning Egenfeldt-Nielsen, S. (2010). The challenges to diffusion of educational computer games. Leading Issues in Games Based Learning, 141-158. Erenli, K., & Ortner, G. (2011). Collaborative and social learning using virtual worlds: Preparing students for virtually anything. International Journal of Advanced Corporate Learning, 4(3), 23-28. Epper, R. M., Derryberry, A., & Jackson, S. (2012, August). Game-based learning: Developing an institutional strategy. EDUCAUSE. Retrieved February 3, 2014. History of Google. (n.d.). In Wikipedia. Retrieved July 8, 2012, from http://en.wikipedia.org/wiki/History_of_Google 24. REFERENCES CONT Laureate Education, Inc. (Executive Producer). (2008). Diffusion and integration of technology in education. Baltimore, MD: Author. Marsh, J. (2010). Young childrens play in online virtual worlds. Journal of Early Childhood Research, 8(1), 23-39. Mooney, C. G. (2000). Theories of childhood: An introduction to Dewey, Montessori, Erikson, Piaget and Vygotsky (pp. 62-63,83). St. Paul, MN: Redleaf Press. Razak, A. & Connolly, T. M. (2013). Using games-based learning: How it influences the Learning experience and outcomes of primary school children. International Journal of Emerging Technologies in Learning, 847-54. Rogers, E. M. (2003). Diffusion of innovations. New York: Free Press. Scott, D. (2005). Leaders on leadership: How do you envision leadership in early care and education in 2015? YC: Young Children, 60(1), 20-22. 25. REFERENCES CONT Trybus, J. (2012). Game-based learning: What it is, why it works, and where it's going. New Media Institute internet facts, statistics, research and analysis. Retrieved January 13, 2014, from http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.htmlWang, F., & Lockee, B. B. (2010). Virtual worlds in distance education: A content analysis study. Quarterly Review of Distance Education, 11(3), 183-186. Voice from the Industry. (n.d.). EdNET Insight RSS. Retrieved from http://www.ednetinsight.com/newsalerts/voice-from-the-industry/the-evolution-of-games-in-educational-publishing.html