from the teaching effectiveness program: video games in higher education
DESCRIPTION
Friday, April 25, 2008 3:00-4:30 pm, Proctor 41, Knight Library http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html. From the Teaching Effectiveness Program: Video Games in Higher Education. If video games are long, hard, and complex, why do people pay to play them?. - PowerPoint PPT PresentationTRANSCRIPT
From the Teaching Effectiveness Program: Video Games in Higher Education
Friday, April 25, 2008
3:00-4:30 pm, Proctor 41, Knight Library
http://tep.uoregon.edu/workshops/events/year07-08/spring/videogames.html
If video games are long, hard, and complex, why do people pay to
play them?
From the keynote “Libraries, Gaming, and the New Equity Crisis” at the TechSource Gaming Symposium
James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University
• 1. Lower the consequences of failure
• 2. Performance before competence (with support and help)
• 3. Players high on the agency tree (their choices matter)
• 4. Problems are well ordered• 5. Cycles of challenge,
consolidation, and new challenge (expertise)
• 6. Stay within, but at the outer edge, of a player’s “regime of competence” (confidence)
• 7. Encourage to think about systems instead of facts
• 8. Empathy for a complex system (you’re in it and a part of it)
• 9. Give verbal information, just in time and on demand
• 10. Situate meanings of words and symbols
• 11. Modding attitude (you can add to it and make it your own)
• 12. Assessment (graphs/charts at the end of a mission help with self-evaluation)
Uses in education:Elsewhere:• Hacking the Wii remote for physics class
• Inspired by Wii, professors create a virtual dance space
• ‘Wii’ bit of technology aids medical education
• Video Game in Mechanical Engineering Education
www.ceet.niu.edu/faculty/coller
• Teaching math disguised as video game
Uses in education:Video games mapping to information literacy indicators
http://researchquest.blogspot.com/2008/01/acrl-info-lit-indicators-and-video.html
http://researchquest.blogspot.com/2008/04/vs-mode-gta-iv-round-2.html
Uses in education:At UO:• Human Physiology - Anatomy class exercise based on a video
game• Music - use Wii remotes in a performance• Teaching Effectiveness Program• Math - for non-math folks• Environmental Studies - simulation - proposed• Literature - especially new media courses• Computer Science - video game programming course
In the classroom
For an anatomy class, driven by professor’s desire for a more useful student activity, the Center for Educational Technologies Interactive Media has been developing this module:
The bicep
http://uoregon.edu/~dwight/CET/arm/
The characters:
Libraries contain stories
Have you seen how much text these have?
Try them yourself!
• In the library search for “video games” as a genre.
• Our collection and policies are on Scholar’s Bank:https://scholarsbank.uoregon.edu/dspace/handle/1794/5456