Skip to main content

Home/ Diigo In Education/ Group items tagged VideoGames

Rss Feed Group items tagged

Eugene Van der Westhuizen

Teachers: Math in Videogames ~ Activities : Get The Math - 75 views

  • Math in Videogames Lesson Plan
  • Math in Videogames Lesson Plan
  • Math in Videogames Lesson Plan
  •  
    Maths in video games - lesson plan
Randolph Hollingsworth

sample reality / videogame studies syllabus for Honors course at Geo Mason U ... - 2 views

  •  
    Videogames in Critical Contexts (HNRS 353) syllabus for George Mason University uploaded to GitHub by Mark Sample - see also his CHE article on this at http://chronicle.com/blogs/profhacker/git-a-fork-in-my-syllabus-its-done/40331?sid=wc&utm_source=wc&utm_medium=en
Steve Ransom

Is Video Game School Training a Generation of Professional Princess Rescuers? | Design ... - 17 views

  • Is this really necessary? And how promising is it?
  •  
    A very well-intentioned, but ignorant piece on the role of video games in the classroom. Non-educators should stay out of the education arena and write what they know about!! "On the other hand, does it really take a videogame to make learning fun? Surely, there are better ways, which are less likely to be dated the second they're finished."
globalwrobel

Digital Natives: Do They Really THINK Differently? - 41 views

  •  
    by Marc Prensky Our children today are being socialized in a way that is vastly different from their parents. The numbers are overwhelming: over 10,000 hours playing videogames, over 200,000 emails and instant messages sent and received; over 10,000 hours talking on digital cell phones; over 20,000 hours watching TV (a high percentage fast speed MTV), over 500,000 commercials seen-all before the kids leave college. And, maybe, at the very most, 5,000 hours of book reading. These are today's ―Digital Native‖ students. 1 In Digital Natives, Digital Immigrants: Part I, I discussed how the differences between our Digital Native students and their Digital Immigrant teachers lie at the root of a great many of today's educational problems. I suggested that Digital Natives' brains are likely physically different as a result of the digital input they received growing up. And I submitted that learning via digital games is one good way to reach Digital Natives in their ―native language.‖ Here I present evidence for why I think this is so. It comes from neurobiology, social psychology, and from studies done on children using games for learning.
  •  
    by Marc Prensky Our children today are being socialized in a way that is vastly different from their parents. The numbers are overwhelming: over 10,000 hours playing videogames, over 200,000 emails and instant messages sent and received; over 10,000 hours talking on digital cell phones; over 20,000 hours watching TV (a high percentage fast speed MTV), over 500,000 commercials seen-all before the kids leave college. And, maybe, at the very most, 5,000 hours of book reading. These are today's ―Digital Native‖ students. 1 In Digital Natives, Digital Immigrants: Part I, I discussed how the differences between our Digital Native students and their Digital Immigrant teachers lie at the root of a great many of today's educational problems. I suggested that Digital Natives' brains are likely physically different as a result of the digital input they received growing up. And I submitted that learning via digital games is one good way to reach Digital Natives in their ―native language.‖ Here I present evidence for why I think this is so. It comes from neurobiology, social psychology, and from studies done on children using games for learning.
  •  
    Hi. I wrote a paper about digital natives as part of an anthropology assignment for a doctoral course. Researchers from around the world have empirically proven that Prensky's theories are false. Additionally, while neuroscience has shown that brains do change as a result of neuroplasticity, to argue that it is generational is also a false claim. Though cognitive theory shows that learners bring their prior experiences to the interpretation of new educational opportunities - impacting attention and interpretation - all generations have had this occur. There is merit to the point that we should take learner's prior experience into consideration when designing instruction; however, Prensky's digital native claims may have done more to create tension between students and teachers than to provide instructional support. If you would like any of the scholarly studies, I have a published reference list at http://brholland.com/reference-list. Beth
Thieme Hennis

Educade | Find, create and share lesson plans and teaching tools to empower your classroom - 3 views

  •  
    DIY Lesson plans and materials for K12 and above. Very cool platform. Example project: USE MAKEY MAKEY TO DESIGN A VIDEOGAME CONTROLLER Students design and make controllers with clay, Play-Doh, bananas, or whatever they desire and link their controller through circuits to their laptop with this innovative circuit board kit. GRADE LEVEL: 4-9 Created by Agustin Molfino Curriculum Writer PLATFORM TYPE LIKE SHARE
Suzanne Rogers

Don't Fight Tech, Use the Right Tech: Get the Math - 76 views

  •  
    See how professionals working in fashion, videogame design, and music production use algebraic thinking. Then take on interactive challenges related to those careers."
Michele Brown

University class swaps grades for experience points - Plugged In - Yahoo! Games - 41 views

  •  
    University professor applies game desgin principles to his college classes. No grades. Instead experience points along with quests, crafting and guilds.
S J R

NuSkool- uses pop culture to enhance learning - 3 views

  •  
    Gr6-12 "If students could develop their school's curriculum this is what it would look like. Find lessons that teach core academic subjects through popular culture including Math, Science, English, History and many more!"
Bobbie Thibodeau

Bypassing the Textbook: Video Games Transform Social Studies Curriculcum | MindShift - 84 views

  •  
    analyzing games as a source?
beachfives

How Videogames Could Help Train the Next Generation of Robotic Surgeons | WIRED - 28 views

  •  
    Doling out death in the virtual world of first-person-shooter games might help the next generation of surgeons save lives in the real world. A new study used simulators to compare the robotic surgery skills of med school residents against college and high school students who spend a lot of their time playing video games -- and the video gamers won.
Steve Ransom

Study proves conclusively that violent video game play makes more aggressive kids | Eur... - 27 views

  •  
    method -- that is experimental, correlational, or longitudinal -- and regardless of the cultures tested in this study [East and West], you get the same effects," said Anderson, who is also director of Iowa State's Center for the Study of Violence. "And the effects are that exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts. Such exposure also increases aggressive thinking and aggressive affect, and decreases prosocial behavior."
mrboettcher

On The Media: Transcript of "The Influence of Gaming" (December 31, 2010) - 25 views

  •  
    Some students may actually be picking up positive traits from being a "gamer".
Marianne Hart

STEM Game Ideas - Evaluation - 64 views

  • A sciTunes Human Body Adventure By sciTunes | January 05, 2011 @ 21:36:30 A sciTunes Human Body Adventure is an interactive videogame package for pre-K ? fourth grade students that includes six games related to the main systems of the human body. Each game includes a clever, catchy, scientifically accurate song in the background that reinforces the main components of that human body system. The ability to select a difficulty level for each of the games will ensure that the younger children will not become frustrated and that older children will not become bored.
  •  
    Great game - sci-Tunes A Human Body Adventure Click the Applaud button to vote.
Steve Kelly

A Game With Heart, Gone Home Is A Bold Step In Storytelling : All Tech Considered : NPR - 53 views

  • A Game With Heart, Gone Home Is A Bold Step In Storytelling
  • Let me just get this out of the way: Gone Home is one of the most deeply intimate and emotionally honest gaming experiences I've had in my more than 25 years of playing video games.
  • Though more of a story exploration game or a piece of interactive short fiction, Gone Home (available for Windows, Mac and Linux) weaves its touching story with such deft and narrative grace that it is hard not to be sucked in immediately.
  • ...1 more annotation...
  • Billed as a "story exploration game," Gone Home has users exploring an empty house and piecing together why no one is home.
Tony Bollino

How Videogames Like Minecraft Actually Help Kids Learn to Read | WIRED - 45 views

    • Tony Bollino
       
      Yep!  The kids do this at home.
  •  
    Article with some research on the benefits of reading and minecraft.  Students seek information at higher reading levels to learn minecraft.
1 - 19 of 19
Showing 20 items per page