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Video Games in Education. By: Christin Silva, Kyle Hagy, Nick Fenn & Molly Mc Sweeney. History. In 1958 the world was introduced to the very first video game, “Tennis For Two”. It was not until 1980 sound was first introduced into video games.
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Video Games in Education By: Christin Silva, Kyle Hagy, Nick Fenn & Molly Mc Sweeney
History • In 1958 the world was introduced to the very first video game, “Tennis For Two”. • It was not until 1980 sound was first introduced into video games. • In 2001, video game sales grossed an average of 6.35 billion dollars in the United States alone. “Tennis for Two”
Computers This particular form of gaming is available on grand scale.
Figure 1.1Use of Computers Among Children Enrolled in Grades K-12 in 2003
A young girls computer room. Complete with a pink computer and “My Little Pony” software.
Consoles • There are many different consoles popular today including: 1.Xbox 360 2.Wii 3. Playstation 3 4.Gamecube 5. Dreamcast So Easy a Child Can do It
Handheld Games • First available in 1989, Game Boy was a national phenomenon. Parents loved it because it kept their kids occupied (like during long car rides) but kids loved it because it was one of the first video games they could leave the house with. • Now, Game Boy Advance is extreamley popular with not only PSP but also Nintendo DS.
Techniques--Drill & Practice-- Drill and Practice are extremely effective methods of integrating video games into traditional curriculums using “action” to engage learners. Examples: Math Blaster Mario Teaches Typing Reader Rabbit Video of Mario Teaches Typing
Techniques--Simulation & Strategy-- • Unlike games, which suspend the rules of reality in order to use the rules of a game, simulations attempt to model a system in a manner that is consistent with reality. Examples: 1. In Sim Earth, learners can observe the effects of different gases in the ozone. 2. In Civilization, players learn about different civilizations over the years to centuries. 3. And in The Sims, learners are able to recognize and understand different emotional and social aspects of everyday life.
6 to 24 months Giggles for Baby [Baby hits a key, colors light up on computer screen] Lets Get Busy, Baby! By Leap Frog [First Words]
Ages 2 to 6 Nick -Toons Plug and Play [Plug into TV and follow along] Adventure Workshop for Toddler [Includes Reader Rabbit, Arthur, and Blues Clues]
Ages 7 to 10 Brain Play [Made by Scholastic for grades 1-3] Leapster Animal Genius [Teaches about different types of Animal Habitats] Spongebob Teaches Typing [Helps child to learn to type]
Ages 11-14 Brain Age & Brain Voyage
Step 1: Define Objectives • It is extremely important to keep the objective the central point when planning and designing a game. • This ensures you do not to bypass the original content.
Break Objectives Down into Challenges • For Example, a student must complete one round one of “Mario Teaches Typing” to progress onto the next. • Once a certain number of challenges have been met, they are rewarded.
Rewards • Once the student has completed his/her objective, reward them with things like • Certificates • Small prizes • Snacks/Candy *be aware of allergies • Grades • Extra Play Time • No Homework
Evaluation • At the end of the game, ask yourself: • Was it fun? How engaged were the kids? • How easy/difficult was this game? • How long did the game take? • Were the objectives integrated in a positive way?
Sample Online Game:Allosaur Survival Game • This game teaches players just how difficult survival is even for a fierce predator, especially when it is young. It stresses How much energy it takes to keep a large animal alive or a small one growing Dino Game
Biblography • www.serc.carleton.edu • www.toysrus.com • www.youtube.com