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Engage

Engage. By: Seth Reiman. Why?. The Importance. Who else thinks this is important?. U.S. Department of Education Marc Prensky NetDay Education Evolving Educause. Is School Boring?. Male. Female. Is School Boring?. Male. Female. Wanted: Technology.

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Engage

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  1. Engage By: Seth Reiman

  2. Why?

  3. The Importance

  4. Who else thinks this is important? • U.S. Department of Education • Marc Prensky • NetDay • Education Evolving • Educause

  5. Is School Boring? Male Female

  6. Is School Boring? Male Female

  7. Wanted: Technology • Technology is important to student’s education • Technology is not an “extra” • Access is limited in school

  8. Would technology make school more fun? Male Female

  9. Would technology make school more fun? Male Female

  10. We give them depressants, and then wonder why they are bored! Twitch speed vs. Conventional speed Connected vs. Standalone Payoff vs. Patience Technology-as-friend vs. Technology-as-foe

  11. Twitch speed vs. Conventional speed • They are given “depressants.” • The Games Generation has far more experience “twitching.” • Humans have always been capable of speed. • They have hit a “brick wall.”

  12. Connected vs. Standalone • It is both synchronous and asynchronous. • Depersonalization? • Freed from “lookism” and prejudices. • Much less constrained by their physical location. • Take advantage of this connectedness.

  13. Payoff vs. Patience • Put in the hours and you will be rewarded. • Computers excel at giving feedback. • Students have a huge intolerance for that which doesn’t payoff. • Give them rewards now.

  14. Technology-as-friend vs. Technology-as-foe • Don’t worry, it doesn’t bite. • “Digital Immigrants” will come to technology some day. • Having a computer is my birthright! • Students need to be allowed to create their own learning elements. • It isn’t technology to the younger generation.

  15. “Let early education be a sort of amusement.” - Plato • Learning doesn’t have to be hard. • Learning is actually fun. • Students are taught unimaginatively. • Teachers need to spark students’ curiosity.

  16. Instant messaging and E-mail • Two resources which are not utilized enough. • Instant message during school, students and teachers alike. • E-mail too can be used by both.

  17. The Internet as textbook, notebook, and even backpack • The Internet is a vast source of information. • It is too often thought of negatively. • E-mail as a notebook. • Secure file transfer program for use as a backpack.

  18. Half-life 2 • Non-curriculum based: • Problem solving abilities • Perseverance • Estimating skills • Quick thinking • Hypothesis testing • Deducing a games rules by playing rather than by being told • Curriculum based: • Physics

  19. Half-Life 2

  20. Engaged? What I learned: Public Speaking Procrastination Hard Work Presentation skills Research Skills Task Lists It’s my future

  21. Thank You! The Senior Project Team Aaron Grimm Dee Thomas Peter Liljengren My Parents (Dan and Lisa Reiman) MNCS and LS-H students

  22. Bibliography Asimov, Isaac. Past, Present and Future. Buffalo: Prometheus Books, 1987. 2006. Bloomberg.com. 4 Mar. 2006 <http://www.bloomberg.com>. "Carpal Tunnel Syndrome." 2006. Kids Health. 27 Mar. 2006 <http://kidshealth.org/kid/ill_injure/aches/carpal.html>. "Dance Dance Revolution 8th Mix - DDR Extreme." 2006. International Arcade Museum. 5 Mar. 2006 <http://www.arcade-museum.com/game_detail.php?letter=D&game_id=10833>. 2005. Department of Defense Game Developers' Community. 15 Mar. 2006 <http://www.dodgamecommunity.com/index.php>. "Does Computer Use Damage Kids' Eyes?." Technology & Science. 2006. ABC News. 27 Mar. 2006 <http://abcnews.go.com/Health/Technology/story?id=1409940>.

  23. Bibliography (cont.) "Elder Scrolls III: Morrowind." Filecloud. 5 Mar. 2006 <http://www.filecloud.com/files/file.php?file_id=213>. "Genes are Main Culprit in Development of Myopia, Study Suggests." Ohio State. 27 Mar. 2006 <http://researchnews.osu.edu/archive/myokid.htm>. Knight Ridder News Service. "DARWARS." The Free Press 1 Feb 2006: C1. "Monkey Wrench Conspiracy." Games2train. 15 Jan. 2006 <http://www.games2train.com/site/default.html>. "PLATO Achieve Now K-3 Reading." 2006. PLATO Learning. 26 Feb. 2006 <http://www.plato.com/products.asp?cat=Instructional&mark=&subj=&ID=93>.

  24. Bibliography (cont.) Prensky, Marc. Digital Game-Based Learning. : McGraw-Hill, 2001. "Seymour Papert." Oct 1996. 10 Mar. 2006 <http://web.media.mit.edu/~papert/>. Shah, Allie. "3 R's and an Xbox." Star Tribune 6 October 2005: E1. Slagle, Matt. "'Darwinia' stays fresh by constantly evolving, hence the name." The Free Press 1 February 2006: C1. "The Elder Scrolls III: Morrowind." 2004. Abbyy Software. 6 Mar. 2006 <http://www.abbyy.ua/index.php?m=3:7:0&p=onec/multimedia/morrowind.html>. Understanding Genetics. 2004. The Tech. 27 Mar. 2006 <http://www.thetech.org/genetics/ask.php?id=73>.

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