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Video Games in Education EFRT Group 1: Ashlyn Anderson, Tara Arndt, Lynsey Bakkum , Erik Benson, Katelyn Bronniche. Our ten questions are as follows: 1) Yes/No: Did you ever play educational computer games in the classroom? 2) What types of video games have you played? a. Action

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  1. Video Games in Education EFRT Group 1: Ashlyn Anderson, Tara Arndt, Lynsey Bakkum, Erik Benson, Katelyn Bronniche Our ten questions are as follows: 1) Yes/No: Did you ever play educational computer games in the classroom? 2) What types of video games have you played? a. Action b. Strategy c. Adventure d. Role playing 3) True/False: I still play video 4) Give an example of a time when you had a positive learning experience with a computer/video game. 5) Do you see yourself integrating computer/video games in the classroom? Why? 6) What percent of teachers use computer/video games in the classroom? a. 80% b. 27% c. 45% d. 59% 7) True/False: 50% of teachers feel that those students who played video games developed their motor cognitive skills? 8) Yes/No: Do you think Internet browsing teaches students how to live in the 21st century? 9) Which of these games are researchers working toward incorporating into lesson plans? a. Sims 2 b. Roller Coaster Tycoon c. Knights of Honor d. All of the Above 10) Technology spending K-12 public education has risen in the past _________ years? a. 5 b. 20 c. 25 d. 10 Findings: INTRODUCTION: There is an ongoing question about whether or not computer/video games should be allowed in the classrooms. Many teachers believe that it is beneficial to have computer/video games because it helps the children get used to the technology, while the children are interested and having fun. Others believe that it is a distraction in the classroom, and they are not focusing on thing such as their school work. This is why we chose to ask the question, should computer/video games be allowed in the classrooms? Conclusion: Through our research most educators believe that the use of video games/computers in the classroom would be extremely beneficial. Most people we surveyed replied as having played strategy based video games. These games would fit perfectly in any teacher’s curriculum. If teachers used these games in their classrooms they would discover higher percentages of students engaging in the lessons. The video games/computer games would take a lot of work from the teacher to learn how to familiarize themselves with the new technology to teach their students. Not every school has the tools to set up a learning environment that uses these strategies. If a school is fortunate enough to get this approved then educators will need help from the community, parents, and the school itself to raise money for this new technology. Further research can be done to see how the technology is positively and negatively affecting the students. Not only are students partaking in this addition to the classroom, but teachers are as well. If this new system works, then students and educators will benefit from this extensive learning method. Whattypesof video/gameshaveyouplayed? This graph shows that 64% of people play or have played strategy based video games. It seems that no one has played role playing type video games. About 22% have played adventure and 14% played action. What percent of teachers use computer/video games in the classroom? Methods: We created ten-question survey to answer the following questions. 1. Can computer/video games be beneficial in the classroom? 2. What are some disadvantages to computer/video games? Our survey was created using Survey Monkey, an online survey website. It contained two true/false, two yes/no, two opened questions and the rest were multiple choice. After our survey was created we emailed it to 20 classmates. These students attend the same university and are working on similar projects. This graph shows that 46% of people surveyed that 59% of teachers use computers in their classroom. References: Technology spending k-12 public education has risen steadily in the past _______ years? Corbett, S. (2010, September 15). Learning by playing: video games in the classroom. The New York Times Magazine, http:// www.nytimes.com/2010/09/19/magazine/19videt.html? page waned=4> Video Games in Education. (n.d.). Online Colleges, University Courses and Degrees, Online Schools, Universities and College Programs. Retrieved February 2, 2011, from http:// www.adultlearn.com/video-games-education.html This graph shows that 73% of people surveyed believe that in the past ten years technology in school has risen.

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