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Game Technology = Next-Gen Learning. Gaming As a Next-Generation Learning Technology. Joel Foreman, Associate Professor, George Mason University NLII Annual Meeting, 2004. OVERVIEW. Brief history of video game technology Large lecture critique Game based learning
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Gaming As a Next-Generation Learning Technology Joel Foreman, Associate Professor, George Mason University NLII Annual Meeting, 2004
OVERVIEW • Brief history of video game technology • Large lecture critique • Game based learning • Psych 101: The videogame • Possibilities and impediments Game Technology = Next-Gen Learning
High Yield Learning • customized • immediate feedback • constructive • persists without coercion • builds concepts • promotes LTP • transfers to everyday life Game Technology = Next-Gen Learning
Large Lecture Deficiencies • One to many • Few questions • One sensory channel • Weak visuals • Attention issues • Short term memory • Expensive Game Technology = Next-Gen Learning
Next-generation Learning Game Technology = Next-Gen Learning
3D Visualizations Game Technology = Next-Gen Learning
Photorealism Game Technology = Next-Gen Learning
Interactivity Game Technology = Next-Gen Learning
Intelligent Sim People Game Technology = Next-Gen Learning
Dynamic Explorable Information Worlds Game Technology = Next-Gen Learning
Instructional Transformation = Learning Station Game Technology = Next-Gen Learning
Says who? Game Technology = Next-Gen Learning
Possible Course Worlds Game Technology = Next-Gen Learning
Possible Course Worlds Game Technology = Next-Gen Learning
Possible Course Worlds Game Technology = Next-Gen Learning
Dynamic Explorable Information Worlds Game Technology = Next-Gen Learning
Dynamic Explorable Information Worlds • active discovery • analysis • interpretation • problem-solving • physical activity • cognitive processing • deeply roots learning • neural network Game Technology = Next-Gen Learning
Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning
Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning
Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning
Psych 101: The Videogame Level 2 Game Technology = Next-Gen Learning
Psych 101: The Videogame Built in assessment systems Game Technology = Next-Gen Learning
Psych 101: The Videogame • BUILDING THE COURSE • $10 MILLION • Respected SME • Instructional Designers • Game developers • Professional Assessment Game Technology = Next-Gen Learning
Psych 101: The Videogame ADOPTION & LEARNING YIELDS Game Technology = Next-Gen Learning
Psych 101: The Videogame • MAKE SOME ASSUMPTIONS • Professionally certified • Faster and deeper • Rave student reviews • National publicity • Conference demos • Mounting demand • 100K users @ $100/head Game Technology = Next-Gen Learning
CONTINUOUS IMPROVEMENT CYCLE Annual upgrades Economic/pedagogical engine Amortize production cost Game Technology = Next-Gen Learning
EMERGENCE OF A PICTORIAL CULTURE Game Technology = Next-Gen Learning