point - counterpoint video games in the classroom
Post on 14-Jan-2016
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Point - Counterpoint
Video Games in the
Classroom
Outline of today’s presentation
Introduction
Demonstration
Small group discussions (7 min)
Whole class point-counterpoint discussion (10-15 min)
Video
Examples
Quick survey
From
here to there
(R)evolution of video games(a very abbreviated history)
Tennis for Two
Video games in school are not exactly new…
Anyone remember this?
Careful fording that river!
What do you think?
Are video games helping
or hurting??
Demonstration
Outline for today
Introduction
Demonstration
Small group discussions (5min)
Whole class point-counterpoint discussion (10-15 min)
Video
Examples
Quick survey
video
Grading With Games:
An Interview with James
Paul Gee
Video Wrap-Up: What games do well
Provide constant assessmentEncourage creativity and problem solvingAllow for collaborationEncourage production
Don’t separate learning from assessmentProvide “just in time” languageGive 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!!!
Video Game Game Play
Course Content
Contraption, Roller Coaster Tycoon, Forza
Build / tune machines,
set specifications
and tolerances
Physics, Mathematics, Engineering
Games for Physics/Math
Physics – Forza Motorsport• Physics concept reinforced through “tunables”• Students tuned the following parameters in their car
oTires (psi)oGearing oAlignment
(camber/caster)oToeoAnti roll (front / rear
stiffness)oSpring Rate
oRide HeightoDampeningoAero oBraking (Balance /
Pressure)oDifferentialoAcceleration/
Deceleration
Student Testimonial
Closing questions
G A M E O V E R
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