video games and virtual worlds: implications for education
DESCRIPTION
Presentation delivered to UNCW's Technology Experiences for Teachers graduate course.-by Lucas Gillispie, http://www.edurealms.comTRANSCRIPT
VIDEO GAMES AND VIRTUAL WORLDS
Implications for Education
Presentation by Lucas Gillispie - [email protected]
Video Games and the Students Who Play Them
The Video Game Industry
In January of 2008, the ESA (Entertainment Software Association) released its annual report. They found the following:
267.8 million units sold in 2007. ($9.5 billion in revenue)
Nine games sold every second in 2007.
First-day sales of Halo 3 outsold first-day ticket sales of Spiderman 3 and the first-day sales of the final book in the Harry Potter series.
© 2008 Bungie, LLC. All rights reserved
The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp.
People Who Play Video Games 65% of American households
play computer and video games. The average game player is 35
and has been playing games for 13 years.
40% of all gamers are women over 18 (and growing).
38% of homes have at least one console (Xbox, Playstation, Nintendo).
The Entertainment Software Association - Sales & Genre Data. . Retrieved August 9, 2008, from http://www.theesa.com/facts/salesandgenre.asp.
Photo from http://www.xbox.com/
Digital Natives
Today’s students have never known a time without: The Internet, CD’s, Cell Phones, Microwave Ovens, or Nintendo…
A typical college student has spent less than 5,000 hours reading books, but over 10,000 hours playing video games.
Their brains work differently.
http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf.
http://www.engadgetmobile.com
Digital Natives
http://www.marcprensky.com/
“When I go to school, I have to
power down.”
-Student“When I go to school, I have to
power down.”
-Student
Photo from: http://earlycollegeofalaska.org
How Do We Engage Digital Natives?
They crave:
Social Interaction
Social Interaction
Customized Experiences
Customized Experiences
Learning That’s Relevant
Learning That’s Relevant Multimedia
Multimedia
AchievementAchievement
Photo: http://www.ecu.eduEducating The Net Generation - http://www.educause.edu/educatingthenetgen/5989
The “Social Collaborative”
A Step In The Right Direction
Dimension-M
Dimension-M: The Game
3-D, Single or Multi-player, first-person shooter.
Focuses on pre-Algebra and Algebra.
Mission-based. Integrated math help. Engaging story. Customizable
experience.
Dimension-M: My Research
Does playing Dimension-M affect student achievement?
Does playing Dimension-M impact student attitude?
What role does gender play?
Dimension-M: My Research
Significant impact on student learning. Average scores rose from 46% to 63%
from the game alone. No significant impact on student
attitude. Gender does not seem to play
a role.
Dimension-M: My Observations Engagement! Students’ ease in maneuvering through
the environment rapidly improved over a short time.
Students don’t mind re-playing. Competition adds a layer of motivation. A potential tool for ELL (English-language
learners) students. Students began putting their headphones
around their necks so they could collaborate on the single player missions.
Where “Edu-Gaming” Needs To Go…
Virtual Worlds
What is a Virtual World?
Often persistent. (24/7) Players/Users exist in
the world through “avatars.”
Some are game-based (MMORPGs), others are simply virtual spaces (such as Second Life).
Highly collaborative!
Pender County School’s Second Life Island
Scene from Warhammer Online
Warhammer Online Screenshot
Extreme Engagement!
Students are leading people from
around the world (often 40 or
more) to accomplish collective
goals. These events take
planning, coordination, and
decision-making skills.
http://www.ljplus.ru/img4/j/i/jibo/pir2.JPG
Extreme Engagement!
They spend hours outside of
the game collaborating and
planning in forums,
researching maps, statistics,
and strategies to improve
their game.
A Level Playing Field – Who are They Playing With?
http
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G
Teacher
Teacher
Ph.D. Candida
te
Ph.D. Candida
te
Stay-at-
home Mom
Stay-at-
home Mom
County SheriffCounty Sheriff
Researcher
Researcher
Business Owner
Business Owner
Editor for the Senate
Editor for the Senate
Produce ClerkProduce Clerk
Business
Analyst
Business
Analyst
Instructional
Technology
Coordinator
Instructional
Technology
Coordinator
Technology
Engineer
Technology
Engineer
Quality Assuranc
e Superviso
r
Quality Assuranc
e Superviso
r
Water/Sewer
Technician
Water/Sewer
Technician
College Studen
t
College Studen
tUniversity Admissions Representa
tive
University Admissions Representa
tive
Director of IT
Director of IT
Network Administrat
or
Network Administrat
or
Protestant
Minister
Protestant
Minister
Source: http://www.harbingersoflight.com
They are collaborating, online, with people from all
over the world. Differences in race, age,
gender, and nationality are no longer an issue.
They are collaborating, online, with people from all
over the world. Differences in race, age,
gender, and nationality are no longer an issue.
An example of an MMORPG played by students.
Warhammer Online Demonstration
What if?
…we called them quests instead of lessons? …students had access to the tools they need
to find out what they want to know? …we scaled the challenge of learning based
on students’ achievements? …provided opportunities for students to
form collaborative learning communities? …learning was this much fun?
Your opportunity to experience a virtual world.
Second Life Demo
Reading Material
•www.seriousgames.org•www.educationarcade.org•www.markprensky.com•gaming.psu.edu•www.edurealms.com
Edu-Gaming Websites
Lucas Gillispie - [email protected]