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Games and Virtual Environments. Chapter 10 Michelle O’Callaghan. Games. 1958: First computer game created by William Higinbotham - Pong 1972: First video game created by Ralph Baer - Odyssey 70’s: “Golden Age of Arcade Games” Late 70’s: Hand-held games. Games.
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Games and Virtual Environments Chapter 10 Michelle O’Callaghan
Games 1958: First computer game created by William Higinbotham - Pong 1972: First video game created by Ralph Baer - Odyssey 70’s: “Golden Age of Arcade Games” Late 70’s: Hand-held games
Games 1985: Game Boy from Nintendo 90’s: Graphical interaction & point-and-click Late 90’s: Sophisticated 3D Early 2000: Time, skill, & levels Gaming and simulations for training
Computer Games Alsip & Trollope (2001)- Activity characterized by competition, rules, winning, and losing. “Credible interactive simulations” Real-world games used in military and law. Common online computer games virtual reality acronyms stand for design use and approach. Video games most often taken away from students.
Computer Games The Pew Internet and American Life Project- 70% of college students have played at least once. 65% are regular users. Gee (2003)- claims that computer games are not only entertainment but include 36 learning principles. Prensky- declared a combination of twelve elements that make computer games attention keepers. (page 287)
Educational Games Types: • Drill & Practice • Simulation • Tutorials • Content Instruction Involve: • Solving Equations • Scoring Points • Solving Mysteries • Guessing Words • Solving Puzzles • Dealing with Sophisticated Problem Solving
Websites • www.funbrain.com/algebra • www.gameaquarium.com/languagearts.htm • www.educationcity.com/front/gate1/index.php • www.ciconline.org/windward • http://www.eurotalk.com
Future Obstacle to conquer is computer games are not just for fun outside of school. Game developers and educators need to work together Help to solve some problems for disabled students Gaming industry will wake up and see potential
simSchool Compared to a flight simulator for teachers. Epistemic Game Analyze students needs , make instructional decisions, and evaluate impact of teacher on students. Simulated Apprenticeship
Virtual Environment • “Technology that allows a user to interact with a computer- simulated environment.” ~ Wikipedia • Includes 3D Images and tracking devices • Real world applications of VR are found in several professions • Real Estate • Auto Makers • Medical Field
Educational Applications System Terms: • MUD • MUVE • MMOG • Whyville: learn, create, and have fun . • www.whyville/net/smmk/nice • MUCK • Avatar • VRML • River City: explore, analyze, and report • http://muve.gse.harvard.edu/rivercityproject
The Future Numerous attempts to put VR into classrooms Hard to create because lack of cost-effective computer processing power, higher image resolutions, faster data communication, and vast memory capabilities. More advances in technology will lead to VR in the classroom
Wrap Up Computer games can be educational Virtual environments can be educational Integration into a classroom can help with higher order thinking, collaboration, problem solving, and an interactive classroom Set backs are cost of things and availability of technology