K-12 Mashup: Games in Education?

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Games in Education? by Barbara Loxley:

Games in Education? by Barbara Loxley K-12 Online Conference Mashup of “Games in Education” and “Second Life: K-20 Educators Exploring Virtual Worlds Panel”

Commercial Off the Shelf (COTS) Games:

Commercial Off the Shelf (COTS) Games Pros: Professional design Compelling game play Cons: Not necessarily accurate Not connected to curriculum subjects Time Consuming Teacher’s Role Adapting Correlating/Connecting/Assessing Classroom Management Reflection

Commercial Off the Shelf (COTS) Games:

Commercial Off the Shelf (COTS) Games

Project-based learning or game based learning?:

Project-based learning or game based learning? What about standards? Teacher must correlate What about time? Initial time investment Long-term payoff Are my students ready to collaborate? Teach students to collaborate Won’t I loose control of my classroom? Teacher as commander, not controller Students should learn to own their own learning

Project-based learning or game based learning?:

Project-based learning or game based learning?

Teaching Game Design:

Teaching Game Design It’s not that hard Seriously There are many teachers doing it Especially in UK and Australia—join professional development networks and get friendly support Gives students agency over computer Student programs computer, not computer programs the student

Teaching Game Design:

Teaching Game Design

What is Second Life?:

What is Second Life? Second Life (SL) is a virtual world developed by Linden Lab that launched on June 23, 2003, and is accessible via the Internet. A free client program called the Second Life Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world, which residents refer to as the grid. Second Life is for people aged 18 and over, while Teen Second Life is for people aged 13 to 17.

Second Life and Education? Professional Development:

Second Life and Education? Professional Development

Second Life in Education?:

Second Life in Education?

Second Life in Education?:

Second Life in Education?

Pitfalls of Second Life in Education:

Pitfalls of Second Life in Education Teen Second Life is not a place where students can easily collaborate or interact with adults, without making special arrangements Second-life has inappropriate areas Bandwith -some school might not have the technology to operate Islands take time to develop and takes time for students to learn how to operate Avatar

PowerPoint Presentation:

Second Life can provide a wonderful world for teaching and learning Matches the promise of technology with creative minds of teachers and students.

Games in Education:

Games in Education Joy in learning Need adequate time Crucial teacher role Authentic assessment Reflective activities Take it to the next step—let students design their own games

References:

References Martinez, S. (2008, October 27). Games in Education. K-12 Online Conference. Retrieved from http://dotsub.com/view/937f0dcc-da25-477a-b00b-d6ac691baf90 Jarrett, K. & Martinez, S. (2007, October 17). Second Life: K-20 Educators Exploring Virtual Worlds-Panel. K-12 Online Conference. Retrieved from http://voicethread.com/share/8878/

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