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Using games, social media, and mobile devices in the classroom

Using games, social media, and mobile devices in the classroom . Presented by: Assistant Professor, Akram Taghavi-Burris Graphics and Imaging Technologies dept. aburris@pittstate.edu. Abstract.

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Using games, social media, and mobile devices in the classroom

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  1. Using games, social media, and mobile devices in the classroom Presented by: Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept. aburris@pittstate.edu

  2. 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.

  3. Problem & Solution • Problem • Students lack of • Engagement • Reinforced Learning • Solution • Practical application of • Games • Social Media • Mobile Devices

  4. Why

  5. Presentation Strategies Ways information is presented to us

  6. Push

  7. Pull

  8. Osmosis

  9. 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.

  10. 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)

  11. World of Warcraft 10 million subscribers

  12. Facebook 800 million active memebers

  13. Mobile Devices

  14. 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.

  15. Games in Education

  16. Tennis for Two

  17. Player Demographics

  18. 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

  19. 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.

  20. System Elements • Objects • Properties • Behaviors • Relationships

  21. Educational Games • Oregon Trail • Where in the World is Carmen Sandiego • Quest Atlantis • Food Force

  22. Game Quality Educational Commerical Math Playground Math TV Grand Theft Auto IV

  23. Commercial Games • Sid Meiers’ Civilization Revolution • Sim City • Professor Layton and Curious Village • Endless Ocean • Brain Age • Wii Sports

  24. Game Design • When neither existing educational or commercial games meet the needs of your curriculum • Teachers design a game • Students design a game

  25. 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

  26. Social Media in Education

  27. 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

  28. 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

  29. 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).

  30. Using Lifelines • Phone a friend • Instant Message • Ask the Audience • Public Post • Comments

  31. Help them Navigate

  32. 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

  33. Home Hippo

  34. Educational Networks • Ning • Think.com • Digo • LMS

  35. Public Networks • Facebook • Twitter • Linked In • Google +

  36. Appilcation • Sharing Knowledge • Research • Collaboration • Be precise • write meaningful content in 140 characters or less • Check Crediabilty

  37. Mobile Devicesin Education

  38. Types of Devices • Phones • iPhone • Pocket computers • Mp3 Players • iPod • Tape Recorders • Tablets • iPad • Small computer • Electronic Text Book

  39. Using Phones • Present information with QR codes • qrcode.kaywa.com • Organize with Calendars • Take a poll • polleverywhere.com • Take Pictures / Make Videos • Record lectures

  40. Using Phones • Take Time (stopwatch) • Calculator / Unit Conversion • Text Announcements / Reminders • Flash Cards • Quick Notes

  41. Using iPods • Download Study Guides • Spark Notes • SAT Vocabulary • Cisco Study Guides • Podcasts • GoogleGet • iTunes U • Books on Tape • Audible

  42. Using iPads • Electronic Textbooks • iBooks • Kindle • Course Smart • Notes • Evernote • inClass • SmartNote • Curriculum Enhancers • PBS • TED • WolfamAlpha • Art & Creativity • Sketchbook • Photoshop Express • Symphony

  43. 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

  44. Conclusion

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

  46. Thank You Assistant Professor, Akram Taghavi-BurrisGraphics and Imaging Technologies dept. aburris@pittstate.edu @ataghaviburris (twitter) www.akramsideas.com

  47. 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)

  48. 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.

  49. 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)

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