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Copyright © Allyn & Bacon 2008 Using Technology in the Classroom Gary G. Bitter & Jane M. Legacy Chapter Ten This multimedia product and its contents are.

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Presentation on theme: "Copyright © Allyn & Bacon 2008 Using Technology in the Classroom Gary G. Bitter & Jane M. Legacy Chapter Ten This multimedia product and its contents are."— Presentation transcript:

1 Copyright © Allyn & Bacon 2008 Using Technology in the Classroom Gary G. Bitter & Jane M. Legacy Chapter Ten This multimedia product and its contents are protected under copyright law. The following are prohibited by law: Any public performance or display, including transmission of any image over a network; Preparation of any derivative work, including the extraction, in whole or in part, of any images; Any rental, lease, or lending of the program

2 Copyright © Allyn & Bacon 2008 Chapter Ten Games and Virtual Environments

3 Copyright © Allyn & Bacon 2008 Focus Questions: How can teachers use games with in their students? How can teachers use games with in their students? What factors must teachers consider when planning virtual environment activities? What factors must teachers consider when planning virtual environment activities? What are the benefits of using games in the classroom? What are the benefits of using games in the classroom? Chapter Ten

4 Copyright © Allyn & Bacon 2008 Focus Questions: What are the benefits of using virtual environments in education? What are the benefits of using virtual environments in education? Make a list of five math, five language arts/reading, five science, and five social studies computer-assisted games. Make a list of five math, five language arts/reading, five science, and five social studies computer-assisted games. How would you set up a gaming education oriented activity? How would you set up a gaming education oriented activity? Chapter Ten

5 Copyright © Allyn & Bacon 2008 Focus Questions: Develop a presentation for the PTA 3xplaining your use of games in your classroom. Develop a presentation for the PTA 3xplaining your use of games in your classroom. Identify five virtual environments available for classroom use. Identify five virtual environments available for classroom use. Set up a class management schedule for students to be using computer-generated games. Set up a class management schedule for students to be using computer-generated games. How would you organize your class to be involved in a collaborative virtual environment? How would you organize your class to be involved in a collaborative virtual environment? Chapter Ten

6 Copyright © Allyn & Bacon 2008 Computer Games… Chapter Ten Characteristics FunGoalsAdaptiveProblemSolving PlayInteractionWinningInteraction RulesOutcomes and andFeedback Conflict ConflictCompetition Challenge ChallengeRepresentation and a and a Story Story Source: Adapted by Attewell and Savill-Smith (2003) from Prensky 2001.

7 Copyright © Allyn & Bacon 2008 Computer Games… Chapter Ten Engage Player Engage Player Enjoyment and and Pleasure PleasureMotivationFlow Sparks SparksCreativity Intense and Passionate PassionateInvolvement Doing the Activity Activity Ego EgoGratification Social SocialGroups StructureLearning Excitement ExcitementEmotion Source: Adapted by Attewell and Savill-Smith (2003) from Prensky 2001.

8 Copyright © Allyn & Bacon 2008 Games and Gaming… Solving Equations Scoring Points Solving Mysteries Guessing Words Enduring Iterations Solving Puzzles Problem-solving Chapter Ten Competitions Adventures Fantasy Situations

9 Copyright © Allyn & Bacon 2008 Virtual Environments… Multi-User-domain (MUD) Multi-User-domain (MUD) Multi-User Virtual Environment (MUVE) Multi-User Virtual Environment (MUVE) Massively Multi-player Online Game (MMOG) Massively Multi-player Online Game (MMOG) Multi-User Construction Kit (MUCK) Multi-User Construction Kit (MUCK) Avatar Avatar Virtual Reality Modeling Language (VRML) Virtual Reality Modeling Language (VRML) Chapter Ten

10 Copyright © Allyn & Bacon 2008 The End Prepared by Carolyn Roy Chapter Ten


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