celeste okwe, yeti mallavi, and sophia davoli. outline why we picked this topic? introduction to...

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Integrating Games, Simulations & Virtual Worlds into the Classroom

Celeste Okwe, Yeti Mallavi, and Sophia Davoli

OutlineWhy we picked this topic?Introduction to Simulations, Games, and

Virtual Worlds.Strengths WeaknessesQEP Competencies & Implementing Endless

Ocean into the classroom(Endless Ocean Demo).

Why This Topic?Children are technology savvy/digital natives.Research if games, simulations, and virtual

worlds could offer fun, but meaningful learning.

How to properly integrate these types of technology effectively into the classroom.

A Brief Introduction…

SimulationsDictionary.com (2012) refers to simulation as the imitation or representation of behaviours , places, and things through an alternative media.

In essence, they represent tools that facilitate learning through practice in a repeatable, focused environment.

Virtual WorldsAccording to Dass, Dabbagh and Clark (2010), a virtual world is an interactive environment that is both three dimensional and animated.

Users are able to socialize, communicate, experiment and move freely within a created world.

GamesAn engaging interactive learning environment that captivates a player by offering challenges that require increasing levels of mastery.

Basic components include: 1) Player Roles,2) Game Rules, 3) Goals and Objectives, 4) Puzzles or Problems5) Narrative or Story, 6) Players’ Interactions, 7) Payoffs and Strategies, 8) Feedback and Outcomes

(Balasubramanian & Wilson, 2005)

StrengthsHelps learners understand the world.Allows users to take certain risks without permanent

consequences.Allows learners to make connections between what

they are learning in school and the real world.Allows them to experience life, social, and career

skills.Quest Atlantis:

http://atlantisremixed.org/site/view/EducatorsAdds an interactive dimension compared to videos,

images, and books.Allows for cross-curricular learning.

WeaknessesNot always meant for academic learning.Seek out the appropriate games, simulations,

and virtual worlds is time consuming.Difficult to evaluate.Fear of some students not participating or

cooperating.

QEP Competencies (Using Endless Ocean)

Mathematics, Science, and Technologyo Competency 2: To make the most of scientific and

technological tools, objects, and procedures.Cross Curricularo Competency 1: To use Informationo Competency 4: To think creatively o Competency 6: To use ICT Essential KnowledgeLiving thingso Mattero Systems & Interactiono Appropriate Language

In ConclusionWe believe that when used appropriately,

games, simulations, and virtual worlds can be very useful in meaningful learning within the classroom.

Bibliography

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