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Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell.

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Presentation on theme: "Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell."— Presentation transcript:

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2 Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell

3 Introduction Brief evolution of video games How technology is affecting education Semiotic domains Video Games and Learning Demographics Epistemic Games Serious and Engaging Games

4 Brief Evolution of Games 1975 Pong was released by Atari

5 Brief Evolution of Video Games Another early game was Pac-Man Released in the 1980’s

6 Brief Evolution of Video Games 1990’s progressions in graphic technology allowed Isometric and 3 dimensional views

7 Brief Evolution of Video Games Throughout the 1990’s some very popular games like Civilization II and Diablo used a fixed isometric perspective

8 Brief Evolution of Video Games 1993 id Software released DOOM –First person shooter game –First person Point of View (POV) –Immersive 3D graphics –Networked multiplayer game –For PC

9 Technology & Education Today Marc Prensky – Digital natives need to be more engaged in learning James Gee – Today’s students need critical thinking, problems solving skills to compete in the global culture

10 Education Evolution Video and computer graphics bring new tools and possibilities to educators How do we make these tools work for us?

11 Education Evolution We identify our audience We identify the strengths of video and computer game environments and apply them to learning environments

12 Semiotic Domains

13 Semiotic – the theory of signs and symbolism

14 Semiotic Domains New learning domains –Include: Words, images, symbols, graphs, diagrams, artifacts, sounds and movement… –These take on meaning individually and in combination –This creates a virtual environment and culture

15 Semiotic Domains Whether in virtual worlds or in other learning environments –Symbols, images and artifacts have meaning –The meanings must be decoded –Participants must understand the social practices of the environment –Participants must be actively involved in the environment in order to achieve their goals.

16 Semiotic Learning Domains

17 Provide participants with opportunities to use strategies, reflection and critical thinking skills Provide today’s digital immigrants opportunities to function on complex levels and become prepared for the global work force

18 Serious Games Educational Engaging Learning Experiences

19 Proof of Learning

20 Collaborative Games

21 Teams use information from the augmented reality environment in combination with the real environment to develop a collaborative solution to the problem.

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23 Video Games & Learning “Just in time” “Cycles of expertise” Virtual feel Complex systems

24 Implementation into the classroom Analyze –Learners –Instructor –Environment

25 Demographics 65% of American households play computer or video games today. Women - 40% of gamers Average gamer - 35 years old, playing for 13 years One out of four is under 18 Half who play video games, 18-49 years

26 Princess Zelda from Legend of Zelda series Krela from Knights of the Old Republic II: the Sith Lords

27 21st Century Workplace Bottom-line oriented Understand power of diversity Thrive on change Learning as fun Marinate on the “edge”


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