using games, social media, and mobile devices in the classrrom

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Using games, social media, and mobile devices in the classroom Presented by: Assistant Professor, Akram Taghavi-Burris Graphics and Imaging Technologies dept. [email protected]

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Page 1: Using games, social media, and mobile devices in the classrrom

Using games, social media, and

mobile devices in the classroom

Presented by: Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept.

[email protected]

Page 2: Using games, social media, and mobile devices in the classrrom

Abstract

The thought of students playing games, updating their facebook status or using mobile devices in class can give some educators the chills. This presentation aims to provide practical application of these new technologies in the classroom.

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Problem & Solution

Problem Students lack of

Engagement Reinforced Learning

Solution Practical application of

Games Social Media Mobile Devices

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Why

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Presentation StrategiesWays information is presented to us

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Push

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Pull

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Osmosis

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what we know

Today’s generation of students growing up in a culture of “osmosis” and where “pulling” information is fun, making it is obvious that the “push” strategy cannot work on its own.

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New Strategies

The evolution of digital games, emergence of social networking have helped shape new ways in which people are communicating, collaborating, operating and forming social constructs. (Klopfer, Osterweil, Groff, Haas, 2009)

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10 million subscribers

World of Warcraft

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800 million active memebers

Facebook

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Mobile Devices

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What does it mean?

It means that our students can access information whenever, where ever they need/want it and can actively interact with it.

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Games in Education

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Tennis for Two

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Player Demographics

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Feedback

Feedback is the positive or negative response to the player’s choices (actions).

Feedback should encourage learning. Learning refers to learning the rules of the

game Learning gives players a sense of

accomplishment

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Games as a system

Game systems are the set of interacting or interdependent elements forming the working game.

Game systems can encompass other systems, a common system found in games are economies. Economies are systems that allow for the

exchange of resources.

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System Elements

Objects

Properties

Behaviors

Relationships

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Educational Games

Oregon Trail

Where in the World is Carmen Sandiego

Quest Atlantis

Food Force

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Game Quality

Educational Commerical

Math Playground Math TV Grand Theft Auto IV

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Commercial Games

Sid Meiers’ Civilization Revolution

Sim City

Professor Layton and Curious Village

Endless Ocean

Brain Age

Wii Sports

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Game Design

When neither existing educational or commercial games meet the needs of your curriculum Teachers design a game Students design a game

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Game Dev. Tools

Game Maker - http://www.yoyogames.com/

Unreal Development Kit - www.udk.com

Unity – http://unity3d.com/

Adobe Flash** – http://www.adobe.com

XNA Game Studio* - http://bit.ly/rcAaLm

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Social Media in Education

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What is Social Media

According to Wikipedia, social media is the use of web-based and mobile technologies to turn communication into an interactive dialogue.

Social Media must provide the user with Information (Media) Collaboration / Networking Interaction

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Types of Social Media

Social Bookmarking Del.icio.us Blinklist

Social Media Sharing Flickr Youtube

Social News Digg Reddit

Social Networking Facebok Google +

Wikies Wikipedia Wikia

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Why Use It ?

Currently organizations are faced with highly complex problems that no one person can solve alone

80% of US organizations have employees collaborating in teams (Brown, 2011)

Many organizations today employ virtual collaboration (Brown, 2011).

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Using Lifelines

Phone a friend Instant Message

Ask the Audience Public Post Comments

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Help them Navigate

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Information Reliability

Is everything on the web reliable? Consider: The credibility of the domain name (web

address) Is the content up-to-date What is credibility of the author Was the content helpful

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Home Hippo

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Educational Networks

Ning

Think.com

Digo

LMS

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Public Networks

Facebook

Twitter

Linked In

Google +

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Appilcation

Sharing Knowledge

Research

Collaboration

Be precise write meaningful content in 140 characters or

less

Check Crediabilty

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Mobile Devicesin Education

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Types of Devices

Phones iPhone

Pocket computers

Mp3 Players iPod

Tape Recorders

Tablets iPad

Small computer Electronic Text Book

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Using Phones

Present information with QR codes qrcode.kaywa.com

Organize with Calendars

Take a poll polleverywhere.com

Take Pictures / Make Videos

Record lectures

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Using Phones

Take Time (stopwatch)

Calculator / Unit Conversion

Text Announcements / Reminders

Flash Cards

Quick Notes

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Using iPods

Download Study Guides Spark Notes SAT Vocabulary Cisco Study Guides

Podcasts GoogleGet iTunes U

Books on Tape Audible

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Using iPads

Electronic Textbooks iBooks Kindle Course Smart

Notes Evernote inClass SmartNote

Curriculum Enhancers

PBS TED WolfamAlpha

Art & Creativity Sketchbook Photoshop Express Symphony

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Using iPads Science

NASA App Star Walk EMD PTE Web MD

Language Dictionary Translators

Geography Google Earth

Maps of the World

Math Math Board Calculator

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Conclusion

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Games, social media and mobile devices can provide tools to engage and reinforce learning by offering students interaction and near instant feedback.

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Thank You

Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept.

[email protected]

@ataghaviburris (twitter)

www.akramsideas.com

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References

Annetta, Leonard A. “Video Games in Education: Why They Should Be Used and How They Are Being Used” Theory Into Practice; Summer2008, Vol. 47 Issue 3, p229-239, 11p, 2.

Baron, Peter; Koe, Ernest; Ritchie, Steve; Stites, William. Ed Social Media. 2011. Web. 2 Nov 2011. (http://www.edsocialmedia.com)

Bodnar, Kipp. “22 Educational Social Media Diagrmas” HubSpot Blog, 2010. Web. 2 Nov 2011. (http://bit.ly/a5n19D)

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References Brown, Donald. (2011). An Experiential Approach to

Oragnizational Development. Saddle River, New Jersey: Pearson Education Inc.

Entertainment Software Association (ESA). “Industry Facts.” theesa.com. Entertainment Software Association, 2011. Web. 1 Nov 2011. (http://www.theesa.com/facts/index.asp)

Klopfer, Eric; Osterweil, Scot; Groff, Jennifer; Haas, Jason. (2009). The Instructional Power of Digital Games, Social Networks, Simulations and How Teachers Can Leverage Them. Education Arcade, Massachusetts Institute of Technology.

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References

McLeod, Scott. “Do Most Educational Games Suck?” dangerouslyirrelaevant.org. Dangerously Irrelevant, 2009. Web. 2 Nov 2011. (http://bit.ly/9XzfTb)

Robinson, Sir Ken. “Changing Education Paradigms.” YouTube, 14 Oct 2010. Online video. 1 Nov 2011. (http://youtu.be/zDZFcDGpL4U)

Toppo, Greg. “Social Media Find Place in Classroom” USA Today, 2011. Web. 2 Nov 2011. (http://usat.ly/qg7nGA)