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The generational divide… 2 Session agenda Who are we and who are our students? What are the essential elements of games and what do we get out of playing.

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Presentation on theme: "The generational divide… 2 Session agenda Who are we and who are our students? What are the essential elements of games and what do we get out of playing."— Presentation transcript:

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2 The generational divide… 2

3 Session agenda Who are we and who are our students? What are the essential elements of games and what do we get out of playing them (even if we don’t win) ? Theory into practice - let’s play a game together! Changing the way we look at games The high school to college pipeline The next step 3

4 Who are we? 6 questions using “PollEverywhere” You may respond using: – A text message from your phone – send a text to 37607 ; the message of the text will be the number that corresponds to your answer. – A mobile device (laptop, iPad, tablet) – go to the following site: PollEv.com/candaceblack995 to enter your answers.PollEv.com/candaceblack995 4

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11 Video games Video gaming is a $68 billion dollar industry. Humans are collectively spending more than 3 billion hours a week gaming. of all heads of households play computer/video games of young people play computer/video games 11

12 How do we spend time on our devices? 12

13 My own personal infographic… 13

14 What is a game? A game is a powerful tool for inspiring participation and motivating hard work. All games have four basic elements: – Goal – Rules – Feedback system – Voluntary participation 14

15 What makes games fun for students? Progress indicators Learner choice/control Instant feedback Collaboration among students Increasing challenges (scaffolded learning) Social interaction / bonding 15 Games create a positive learning environment

16 What do students experience when playing games? They are… – challenged – focused – fully-engaged They feel a sense of… – power – purpose – community – accomplishment 16

17 What are the educational benefits of games? The freedom to fail and to try again without negative repercussions Bringing joy to the classroom Providing a manageable set of subtasks and tasks Raising esteem and academic achievement at the same time Fostering belonging & encouraging cooperation Helping students to engage authentically with the target language 17

18 No workshop on games would be complete without… 18 As we play, please pay attention to the elements of the game: Can you identify the goals, rules, feedback system, and level of voluntary participation? What are the progress indicators? Is there player choice involved? Is feedback provided immediately? Are participants collaborating? Does the game become increasingly more difficult? Is there social interaction during the game?

19 Game analysis Were the goals, rules, and feedback system obvious to participants? What was the level of voluntary participation? Was there a progress indicator? Was player choice involved? Was feedback provided immediately? Did participants collaborate? Did the game become increasingly more difficult? Was there social interaction during the game? 19

20 Changing the way we look at games… 20

21 P is for Pipeline PACT – Pipeline, Access, Culture & Technology 21

22 P is for Pipeline PACT – Pipeline, Access, Culture & Technology 22

23 P is for Pipeline PACT – Pipeline, Access, Culture & Technology 23

24 Conclusion Bring the joy of play into the world language classroom! “Play is our brain’s favorite way of learning.” - Diane Ackerman (American author & poet) Please feel free to contact me: candacerblack@gmail.com candacerblack@gmail.com 24

25 Conclusion Breakout session 1:30-2:45 p.m. - Workshop #3 (Seminar room 202) – “Creating Interactive Game Shows in a Flash!” Games templates, how to set them up and how to implement the games; Cblack.wikispaces.com 25


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