Presentation Transcript
Video Games in the Social Studies Classroom: Video Games in the Social Studies Classroom The good, the bad and the ugly Glenn Wiebe
ESSDACK glennw@essdack.org
©2005 Kansas Technology Leadership Conference
Topeka, KS
December 2005
Pong / 1975: Pong / 1975
Galaga 1985: Galaga 1985
Rise of Nations / 2005: Rise of Nations / 2005
Solve the problem: Solve the problem Games haven’t gotten simpler over time They’ve gotten more complex
Why?
Because the brain demands it
Big ideas: Big ideas Students are different now / we should be teaching differently
Gaming is supported with research
Gaming is good for kids
Using games in the classroom entails risk
More questions than answers
Introductions: Introductions What is a game? What’s your definition?
Slide8: What is a game?
“A series of meaningful choices”
“one or more linked challenges in a simulated environment”
“exceptionally tasty patterns of reality”
What is a video game?
30 years does make a difference!: 30 years does make a difference! Long hair Longing for hair
30 years does make a difference!: 30 years does make a difference! Long hair
Rolling Stones Longing for hair Longing for hair
Kidney stones
30 years does make a difference!: 30 years does make a difference! Long hair
Rolling Stones
Pay phone Longing for hair
Kidney stones Longing for hair
Kidney stones
Cell phone
30 years does make a difference!: 30 years does make a difference! Long hair
Rolling Stones
Pay phone
Pop tops Longing for hair
Kidney stones
Cell phone Longing for hair
Kidney stones
Cell phone
Laptops
30 years does make a difference!: 30 years does make a difference! Long hair
Rolling Stones
Pay phone
Pop tops
Baby boomers Longing for hair
Kidney stones
Cell phone
Laptops Longing for hair
Kidney stones
Cell phone
Laptops
iKids
Who are the iKids?: Who are the iKids? Center of their world is the Internet
Don’t know a world without cell phones, CDs, computers, or on-demand music
“Second generation” technology users
95% of teenagers access the Web every day
75% use the Internet rather than library
80% instant message at least once a week
8 million new blogs in the last year / many created by students
Who are the iKids?: Who are the iKids? 650 freshmen at MIT
88% played games before age 10
60% spend at least an hour a week gaming - Kurt Squire
82 minutes a day on social networks
i.e. MySpace, Flickr, Facebook - Kaiser Family Foundation
Who are the iKids?: Who are the iKids? Wired differently
They count with their thumbs
More abstract / emotional / right brained
Multi-taskers
So what?: So what? Our students are different / they require different instruction that includes gaming “Gen X” & “Baby Boomers” vs. “iKids”
Slide19: “CIA spies will learn craft via game”
USA Today June 16, 2005
“Video game key to Edwards Nascar victory”
Washington Post June 13, 2005
“3Dsolve delivers virtual training to U.S. Army”
Triangle Business Journal November 28, 2005
What are some gaming “myths?”: What are some gaming “myths?” Scientific evidence links violence and video games
It’s mostly kids
It’s mostly boys
Games are not a true form of artistic expression
What are some gaming “myths?”: What are some gaming “myths?” Gaming creates isolated loners
I can’t cover all of the content!
It’s really not that big of a deal
Others? www.pbs.org/kcts/videogamerevolution/impact/myths.html
Let’s play a bit! : Let’s play a bit! Food Force
Making History
Types of games: Types of games FPS
First person shooter
Doom / Halo / Rainbow Six / Medal of Honor
MMO / MMORPG
Massive Multi-player Online
Everquest / Second Life / Final Fantasy
Types of games: Types of games RTS
Real Time Strategy
Age of Empires / Rise of Nations / Civilization / Sim City
RPG
Role Playing
GameUltima / The Sims / World of Warcraft / Matrix
Often combined together
Types of systems: Types of systems Console
Playstation / Xbox / Gamecube
Computer
PC / Macintosh /
Online
Many are browser based / but often tied to local computer or console
Why do games work?: Why do games work? Why do people play video games?
The brain searches for patterns
It “chunks” those patterns into “icons”
Games provide structured, recognizable patterns
“Icons” of reality and so impact the brain long term
No messy details to filter out
Reality without the danger
Why do games work?: Why do games work? Why do people dream?
“What gets fired is longer wired”
The brain dreams to practice what it learned during the day by re-firing neurons
Keep what’s important / lose what’s not
What’s important?
Whatever provides the most input
Game provide tons of input!
Why do games work?: Why do games work? What role does emotion play in thinking?
“almost every thought, no matter how bland, is accompanied by an emotion, no matter how subtle.” (Restack 1995)
Emotional chemicals literally modify synapses to increase cognitive activity and improve problem solving skills
Video games are great for emotional arousal
Why do games work?: Why do games work? Why do we laugh?
The brain is social, creating community and finding ways to belong to groups
Games can encourage / support group and collaborative learning
Why do games work?: Why do games work? Basic idea?
Quality games create high levels of learning
High levels of learning result in high levels of pleasure brain chemicals
People like high levels of pleasure
So . . . use games because they: So . . . use games because they Teach how problems can be approached from multiple points of view
Build key life-long skills:
Decision making, problem solving, team building and information sharing
Encourage students to use their initiative and creativity
Especially writing skills and multimedia
So . . . use games because they: So . . . use games because they Require “old-fashioned” research skills
Are adaptable to specific, desired educational objectives
Support engagement with the content due to their competitive nature
Encourage use of the three story intellect (p. xx)
Problems?: Problems? Takes time
What are you willing to give up?
Content integration
“Forcing” standards alignment
Problems?: Problems? Takes money
Hardware / software / computer upgrades
Technology issues
Not enough stations / consoles
Not enough “power”
Computer crashes
Apple vs. PC
Solutions: Solutions Start with a clear curricular goal in mind
Game as instruction / assessment / both?
Game as content or process?
Collect information and resources
Game sites / FAQs
www.gamefaqs.com / www.gameboomers.com
Cheat codes / walkthroughs / hints and tip books
Building tech resources
Building people resources
More solutions: More solutions Is there something else that would do the job better?
Ease of saving
Age appropriate navigation
Student learning styles / intended audience
Group or single player
Time of play / chapters vs. entire game
Even more solutions: Even more solutions Be aware of content
What’s missing or inaccurate?
Brainstorm possible activities
Budgets / business plans / annual reports
Diaries / letters / fictional biographies
Timelines / flowcharts
Don’t buy the games
Rent at Blockbuster or www.gamefly.com
Download free demos
Yes . . . more solutions: Yes . . . more solutions Communicate with parents
Permission? / be excited not tentative
“Brag” to BOE / principals
Have research handy
Know the game!
Be sure you’ve played it through
Be willing to give up control
Ask kids for advice / help
What do you got?
Examples / solutions: Examples / solutions Online sims / games
Second Life
www.secondlife.com
teen.secondlife.com
Construct an actual business / create an island with specific geographic features / open a medical clinic
Food Force
www.food-force.com
Examples / solutions: Examples / solutions Online sims / games
Renaissance Florence
activehistory.co.uk/sample_activities.htm
Virtual Worlds
www.bized.ac.uk/virtual
Examples / solutions: Examples / solutions Online sims / games
Other games online
www.shambles.net/games/
www.sgi.com/fun/freeware/games.html
www.history.org/History/teaching/Dayseries/webactivities/index.htm
renaissanceconnection.org
www.gametap.com
www.gamespyarcade.com
Examples / solutions: Examples / solutions Railroad / Zoo / Roller Coaster Tycoon
www.ymiteacher.com/pdf/ZooTycoon.pdf
Sim ThemePark
Design a park with each “land” documenting the events of the Civil War / different decades / different regions
www.personal.psu.edu/faculty/j/x/jxz8/ Student_Webquests/Oswald/WebFiles/ webqu.html
Examples / solutions: Examples / solutions Real Lives
www.educationalsimulations.com
www.educationalsimulations.com/ lesson_plans.htm
Civilization III / Rise of Nations / Age of Empires
Impact of geography
Impact of technology
What if Native Americans had resisted Europeans?
Examples / solutions: Examples / solutions The Sims
www.mackenty.org/images/uploads/ collaboration.mov
Making History: The Calm and the Storm
www.making-history.com
SpaceStationSim
www.vision-play.com/index.html
A Force More Powerful
www.aforcemorepowerful.org/game
Examples / solutions: Examples / solutions Sim City
www.fi.edu/fellows/fellow3/apr99/simcity2000/ lessons.htm
www.macomb.k12.mi.us/eastdet/Plans/ MS-simcity.htm
www.eduref.org/Virtual/Lessons/ Computer_Science/EDT0203.html
www.boiseschools.org/schools/lesbois/teachers/ johns/simcity3000.htm
Other lesson plan sites / reviews: Other lesson plan sites / reviews Children’s Technology Review
SilverSprite
Mr. MacKenty
Learning Teachers Arcade
Students creating their own games: Students creating their own games StarLogo
GameMaker
Power Game Factory
Brainstorm: Brainstorm What makes a good game?
How might you use games in your classroom?
What do you need for it to happen?
Slide49:
“You can discover more about a person in an hour of play than in a year of conversation” Plato
Resources: Resources Wiebe, Glenn (2005) Video games.
Kirriemuir, John. (2005) Resources for researching games and learning.
McFarlane, Angela. (2005) Literature review in games and learning.
Resources: Resources Prensky, Marc. (2001) Digital Game-Based Learning. McGraw Hill.
Kane, Pat. (2004) The Play Ethic: A Manifesto for a Different Way of Living. MacMillian.
Grossman, Dave. (1999) Stop Teaching Our Kids to Kill. Crown Publishers.
Resources: Resources Beck, John. (2004) Got Game: How the Gamer Generation is Reshaping Business Forever. Harvard Business School Press.
Zull, James. (2002) The Art of Changing the Brain: Enriching Teaching by Exploring the Biology of Learning. Stylus Publishing.
Gee, James. (2003) What Video Games Have to Teach Us About Learning & Literacy. Palgrave / MacMillan.
Resources: Resources Johnson, Steven. (2004) Mind Wide Open:Your Brain and the Neuroscience of Everyday Life. Scribner.
Johnson, Steven. (2005) Everything bad is Good for You: How Today’s Popular Culture is Actually Making Us Smarter. Riverhead Books.
Koster, Ralph. (2005) The Theory of Fun. Paraglyph Press.
Resources: Resources Caine, Geoffery. (2001) The Brain, Education, and the Competitive Edge. Lanham, Maryland: Scarecrow Education.
Committee on Developments in the Science of Learning. (1999) How People Learn: Brain, Mind, Experience, and School. Washington, DC: National Academy Press.
Resources: Resources Gee, James Paul. (2005) Why Video Games are Good for Your Soul. Common Ground.
Aldrich, Clark. (2004) Simulations and the Future of Learning. Pfeiffer.