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Video Games in the Classroom. Point - Counterpoint. Outline of today’s presentation. Introduction Demonstration Small group discussions (7 min). Whole class point-counterpoint discussion (10-15 min) Video Examples Quick survey. ( R)evolution of video games (a very abbreviated history).
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Video Games in the Classroom Point - Counterpoint
Outline of today’s presentation • Introduction • Demonstration • Small group discussions (7 min) • Whole class point-counterpoint discussion (10-15 min) • Video • Examples • Quick survey
(R)evolution of video games(a very abbreviated history) From here to there Tennis for Two
Video games in school are not exactly new… Anyone remember this? Careful fording that river!
Are video games helping or hurting?? What do you think? Demonstration
Outline for today • Introduction • Demonstration • Small group discussions (5min) • Whole class point-counterpoint discussion (10-15 min) • Video • Examples • Quick survey
Video Wrap-Up: What games do well • Provide constant assessment • Encourage creativity and problem solving • Allow for collaboration • Encourage production • Don’t separate learning from assessment • Provide “just in time” language • Give participants a chance to be both mentors and students
How to encourage use of technology and creativity in the classroom • Re-professionalize teaching • Move away from test prep academy schooling model • Allow teachers and students to learn together • Reward classroom innovation
Tabula Digita, a software company, sells video game subscriptions to schools for $7 to $20 a student for each subject. For a school of 1000 students that's $7000-$20000 in video game subscriptions for one subject alone!!!
Physics – Forza Motorsport • Physics concept reinforced through “tunables” • Students tuned the following parameters in their car • Tires (psi) • Gearing • Alignment (camber/caster) • Toe • Anti roll (front / rear stiffness) • Spring Rate • Ride Height • Dampening • Aero • Braking (Balance / Pressure) • Differential • Acceleration/ Deceleration