logging in or signing up EDC 3100 Asssignment 1 carlie777 Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 42 Category: Education License: All Rights Reserved Like it (0) Dislike it (0) Added: April 27, 2010 This Presentation is Public Favorites: 0 Presentation Description Carlie Reason and Angela Hawks Comments Posting comment... Premium member Presentation Transcript Slide 1: ICT and Early Childhood: the use of computer- and internet- based educational games By Angela Hawks and Carlie Reason Slide 2: Interactive computer/ video games Defined as: Type of activity performed on screen that follows a game structure Consisting of: specific rules boundaries and Rewards Slide 3: Kids and Computer- Internet based games utilised as springboard for developing computing skills & strategies in early childhood classroom Basic skills appear in these games Using a mouse Navigating around the screen Clicking, dragging, double clicking & other fundamental skills Used- by any age group in every country throughout the world in both school and home contexts Slide 4: Rationale for choosing this topic As ICT’s are so pervasive in society with the coming of the digital age, it is valuable to learn the skills associated with their use from an early age (Shaffer, 2006). in the 2006 financial year, Australians spent more than $1 billion on digital game hardware and software (Department of Education and Training, 2010) 79% of Australian households have a device for playing computer and video games (reference) Slide 5: 'Commonwealth of Australia' study- 94% of students had played computer games 19% of those at school ICT can help change teaching and learning Student centered Skill appropriate Slide 6: Government & teachers are focusing on the benefits that technological literacy brings to the classroom. Teachers are utilizing computer games as yet another method of catering to the different cognitive learning needs. Slide 7: 2005 report found children who used appropriate software had improved: IQ scores Non- verbal skills Dexterity and Long- term memory Governments support by policy & initiatives allowing schools to allocate substantial portions of their annual budgets to technology. Slide 8: Parents’ thoughts on computer games many positive aspects of game play other than enjoyment & happiness. 73% of parents say games help their children to learn about technology. 68% say games help their children to learn maths. 64% say games help their children to learn to plan Slide 9: Recent article: 'Aussie kids struggle with computers' Only 57% of year 6 students reached or exceeded the proficient standard for ICT literature Slide 10: Developmental benefits from computer games Increased hand/ eye coordination Motor skills honed Problem- solving skills utilised Strategy and planning required to play Decision- making required for play Logic skills developed Goal setting Multi-tasking An improved sense of self- esteem from mastering skills & progressing through levels Slide 11: Social benefits from computer games Team- building & collaboration negotiation Learning a sense of fairness Learning to take turns Online interaction Conversational skills Visit http://www.youtube.com/watch?v=UfBiMmv4qt4 to hear more about the interactional benefits of computer and online games Slide 12: Educational benefits from computer games Assist in recall and information retrieval Helps to develop cognitive skills Can embed curriculum (eg. Maths concepts) Provide opportunities for learning that may be inaccessible offline Slide 13: www.PoissonRouge.com www.SesameStreet.org/games www.SproutOnline.com www.Starfall.com www.uptoten.com www.amathsdictionaryforkids.com www.writingfun.com www.rainforestmaths.com Slide 14: The media Media have not portrayed computer games & VEM favourably. Heated debates blaming content for promoting aggressive, violent behaviour & other socially frowned upon attitudes and behaviours. High exposure to VEM is claimed to cause behavioural deterioration & disorders such as: ADD ADHD & Other cognitive & development problems in children. Slide 15: How to maximise benefits: regulate the amount of time that children play Experts recommend between 1 & 2 hours of electronic media per day (including tv) Supervise or select games for children based on: the content of the game Themes and concepts portrayed Skills and abilities required to play Outcomes desired from play Take a minute now to view http://www.youtube.com/watch?v=B6-6f9CkmvE Slide 16: Ideal ages for computer games Researchers do not recommend for under 3’s as they do not match their learning style 3-4 year olds can benefit when playing in small groups 4- 8 years can play individually to further concept grasp Slide 17: 3-4 yo children who use computers have significantly greater developmental gains such as increased: Intelligence Nonverbal skills Structural knowledge Long- term memory Manual dexterity Verbal skills Problem solving Abstraction Conceptual skills Slide 18: 5 points to ponder: Computer and video games are a natural teacher Highly motivating Interactive Provide repeated practice Include rewards for skilful play Slide 19: Video games that take me places away from harsh reality, that allow me to be the kind of person I want to be, that test my abilities, that raise my awareness level, that teach me strategy, that improve my hand-eye coordination, that teach me math skills, that teach me history, that teach me a foreign language, that are mostly made of RPG's, FPS's, and RTS's, made me who I am today. (Written by a primary school student) Slide 20: Thank you! Please take a few minutes to complete our survey located at: http://www.surveymonkey.com/s/7PJR7YV References Shaffer, D. W., (2006) How Computer Games Help Children Learn, (online edition) Palgrave Macmillan, accessed 22 April 2010 from: http://site.ebrary.com.ezproxy.usq.edu.au//lib/unisouthernqld/docDetail.action?docID=10185576 Finger, G., Russell, G., Jamieson-Proctor, R., and Russell, N., (2007). Transforming Learning with ICT: Making it Happen, Pearson Education Australia: Frenchs Forest. The Department of Education and Training, (2010). Smart Classrooms: games in learning, accessed 22 April 2010 from: http://education.qld.gov.au/smartclassrooms/strategy/dp/games.html You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
EDC 3100 Asssignment 1 carlie777 Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 42 Category: Education License: All Rights Reserved Like it (0) Dislike it (0) Added: April 27, 2010 This Presentation is Public Favorites: 0 Presentation Description Carlie Reason and Angela Hawks Comments Posting comment... Premium member Presentation Transcript Slide 1: ICT and Early Childhood: the use of computer- and internet- based educational games By Angela Hawks and Carlie Reason Slide 2: Interactive computer/ video games Defined as: Type of activity performed on screen that follows a game structure Consisting of: specific rules boundaries and Rewards Slide 3: Kids and Computer- Internet based games utilised as springboard for developing computing skills & strategies in early childhood classroom Basic skills appear in these games Using a mouse Navigating around the screen Clicking, dragging, double clicking & other fundamental skills Used- by any age group in every country throughout the world in both school and home contexts Slide 4: Rationale for choosing this topic As ICT’s are so pervasive in society with the coming of the digital age, it is valuable to learn the skills associated with their use from an early age (Shaffer, 2006). in the 2006 financial year, Australians spent more than $1 billion on digital game hardware and software (Department of Education and Training, 2010) 79% of Australian households have a device for playing computer and video games (reference) Slide 5: 'Commonwealth of Australia' study- 94% of students had played computer games 19% of those at school ICT can help change teaching and learning Student centered Skill appropriate Slide 6: Government & teachers are focusing on the benefits that technological literacy brings to the classroom. Teachers are utilizing computer games as yet another method of catering to the different cognitive learning needs. Slide 7: 2005 report found children who used appropriate software had improved: IQ scores Non- verbal skills Dexterity and Long- term memory Governments support by policy & initiatives allowing schools to allocate substantial portions of their annual budgets to technology. Slide 8: Parents’ thoughts on computer games many positive aspects of game play other than enjoyment & happiness. 73% of parents say games help their children to learn about technology. 68% say games help their children to learn maths. 64% say games help their children to learn to plan Slide 9: Recent article: 'Aussie kids struggle with computers' Only 57% of year 6 students reached or exceeded the proficient standard for ICT literature Slide 10: Developmental benefits from computer games Increased hand/ eye coordination Motor skills honed Problem- solving skills utilised Strategy and planning required to play Decision- making required for play Logic skills developed Goal setting Multi-tasking An improved sense of self- esteem from mastering skills & progressing through levels Slide 11: Social benefits from computer games Team- building & collaboration negotiation Learning a sense of fairness Learning to take turns Online interaction Conversational skills Visit http://www.youtube.com/watch?v=UfBiMmv4qt4 to hear more about the interactional benefits of computer and online games Slide 12: Educational benefits from computer games Assist in recall and information retrieval Helps to develop cognitive skills Can embed curriculum (eg. Maths concepts) Provide opportunities for learning that may be inaccessible offline Slide 13: www.PoissonRouge.com www.SesameStreet.org/games www.SproutOnline.com www.Starfall.com www.uptoten.com www.amathsdictionaryforkids.com www.writingfun.com www.rainforestmaths.com Slide 14: The media Media have not portrayed computer games & VEM favourably. Heated debates blaming content for promoting aggressive, violent behaviour & other socially frowned upon attitudes and behaviours. High exposure to VEM is claimed to cause behavioural deterioration & disorders such as: ADD ADHD & Other cognitive & development problems in children. Slide 15: How to maximise benefits: regulate the amount of time that children play Experts recommend between 1 & 2 hours of electronic media per day (including tv) Supervise or select games for children based on: the content of the game Themes and concepts portrayed Skills and abilities required to play Outcomes desired from play Take a minute now to view http://www.youtube.com/watch?v=B6-6f9CkmvE Slide 16: Ideal ages for computer games Researchers do not recommend for under 3’s as they do not match their learning style 3-4 year olds can benefit when playing in small groups 4- 8 years can play individually to further concept grasp Slide 17: 3-4 yo children who use computers have significantly greater developmental gains such as increased: Intelligence Nonverbal skills Structural knowledge Long- term memory Manual dexterity Verbal skills Problem solving Abstraction Conceptual skills Slide 18: 5 points to ponder: Computer and video games are a natural teacher Highly motivating Interactive Provide repeated practice Include rewards for skilful play Slide 19: Video games that take me places away from harsh reality, that allow me to be the kind of person I want to be, that test my abilities, that raise my awareness level, that teach me strategy, that improve my hand-eye coordination, that teach me math skills, that teach me history, that teach me a foreign language, that are mostly made of RPG's, FPS's, and RTS's, made me who I am today. (Written by a primary school student) Slide 20: Thank you! Please take a few minutes to complete our survey located at: http://www.surveymonkey.com/s/7PJR7YV References Shaffer, D. W., (2006) How Computer Games Help Children Learn, (online edition) Palgrave Macmillan, accessed 22 April 2010 from: http://site.ebrary.com.ezproxy.usq.edu.au//lib/unisouthernqld/docDetail.action?docID=10185576 Finger, G., Russell, G., Jamieson-Proctor, R., and Russell, N., (2007). Transforming Learning with ICT: Making it Happen, Pearson Education Australia: Frenchs Forest. The Department of Education and Training, (2010). Smart Classrooms: games in learning, accessed 22 April 2010 from: http://education.qld.gov.au/smartclassrooms/strategy/dp/games.html