62
Games for Learning Games for Learning Tony Anceriz, Dajana Fox, Tony Anceriz, Dajana Fox, Neomi Kigelman Neomi Kigelman http://www.youtube.com/watch? http://www.youtube.com/watch? v=KMP8OSWGcss v=KMP8OSWGcss

Games for Learning

Embed Size (px)

DESCRIPTION

Games for Learning. Tony Anceriz, Dajana Fox, Neomi Kigelman http://www.youtube.com/watch?v=KMP8OSWGcss. One major way in which computers are changing the way we live is through games - PowerPoint PPT Presentation

Citation preview

Page 1: Games for Learning

Games for LearningGames for Learning

Tony Anceriz, Dajana Fox, Neomi Tony Anceriz, Dajana Fox, Neomi KigelmanKigelman

http://www.youtube.com/watch?v=KMPhttp://www.youtube.com/watch?v=KMP8OSWGcss8OSWGcss

Page 2: Games for Learning

One major way in which computers are One major way in which computers are changing the way we live is through gameschanging the way we live is through games

““They create new social and cultural worlds: They create new social and cultural worlds: worlds that help people learn by integrating worlds that help people learn by integrating thinking, social interaction, and technology” thinking, social interaction, and technology”

(Shaffer et al, 2004). (Shaffer et al, 2004).

Playing with technologyPlaying with technology….….looking at games looking at games from the positive and negative perspectivesfrom the positive and negative perspectives

Success through failure…Success through failure…Repetition…Repetition…

Practice and adaptabilityPractice and adaptability

http://www.youtube.com/watch?v=http://www.youtube.com/watch?v=Yw3vCsNrLkIYw3vCsNrLkI

Page 3: Games for Learning

Whether you play them or not, games Whether you play them or not, games are going to change your lifeare going to change your life (CBC (CBC video on the video on the Gamer RevolutionGamer Revolution))

In their 2004 study, In their 2004 study, Video games and Video games and the future of the future of learninglearning, , Shaffer Shaffer et al argue that in et al argue that in order to order to understand the understand the future of learning, future of learning, we have to look we have to look beyond schools to beyond schools to the emerging the emerging arena of video arena of video gamesgames

Video Games:__Video Games:__ Present players Present players

with simulated with simulated worlds worlds

Embody particular Embody particular social practicessocial practices

Develop ways of Develop ways of thinkingthinking

Enhance learningEnhance learning Promote digital Promote digital

literacyliteracy

Page 4: Games for Learning

Children and adults alike, play games for a number of Children and adults alike, play games for a number of reasons; reasons;

they are challenging, complex, engaging, and they are challenging, complex, engaging, and motivatingmotivating

It has been proven that children learn best It has been proven that children learn best when material possesses these qualities when material possesses these qualities

Page 5: Games for Learning

This provides us with a perfect This provides us with a perfect reason to translate the concept of reason to translate the concept of game playing into an educational game playing into an educational context such as the classroom.context such as the classroom.

Serious Games:Serious Games:

http://www.youtube.com/watch?v=http://www.youtube.com/watch?v=Rv81g-bujS8Rv81g-bujS8

Page 6: Games for Learning

Prensky (2007)Prensky (2007)A list of skills that students learn A list of skills that students learn from serious games:from serious games:

To cooperate, collaborate and work in teamsTo cooperate, collaborate and work in teams To make effective decision under stressTo make effective decision under stress To take prudent risks in pursuit of objectivesTo take prudent risks in pursuit of objectives To make ethical and moral decisionsTo make ethical and moral decisions To employ scientific deductionTo employ scientific deduction To quickly master and apply new skills and To quickly master and apply new skills and

information (ZPD)information (ZPD) To think laterally and strategicallyTo think laterally and strategically To persist and solve difficult problemsTo persist and solve difficult problems To understand and deal with foreign environments To understand and deal with foreign environments

and cultures to manage business and people and cultures to manage business and people

Page 7: Games for Learning

In this day and age, students are frequently In this day and age, students are frequently engaged with electronic and technological engaged with electronic and technological media, and as a result, they are learning media, and as a result, they are learning and developing skills that differ somewhat and developing skills that differ somewhat from what they are being taught in school.from what they are being taught in school.

It is important to combine the two elements It is important to combine the two elements since games for learning are going to be since games for learning are going to be inevitable in the futureinevitable in the future

Schools need to take a proactive stance Schools need to take a proactive stance and help make a change in the curriculum and help make a change in the curriculum to cater and accommodate the skills that to cater and accommodate the skills that will be valued in the years to comewill be valued in the years to come

Page 8: Games for Learning

Euro News – Futuris – Euro News – Futuris – Challenge the current state of technology Challenge the current state of technology

in the schoolsin the schools

http://youtube.com/watch?v=-5PSaCykokshttp://youtube.com/watch?v=-5PSaCykoks

Page 9: Games for Learning

Development of new types of Development of new types of digital literaciesdigital literacies : :

combining elements of traditional combining elements of traditional reading and writing with new reading and writing with new literacies that pertain to accessing literacies that pertain to accessing and evaluating information, and evaluating information, constructing complex narratives, constructing complex narratives, decision-making, and navigating rich decision-making, and navigating rich multimedia environments multimedia environments (Lotherington, 2004, Beavis, 2002)(Lotherington, 2004, Beavis, 2002)

Page 10: Games for Learning

Computer KidsComputer KidsComputers in Early ChildhoodComputers in Early Childhood

Computers as life tools – for everyday use – Computers as life tools – for everyday use – Placed in a classroom, computers can be used to facilitate and Placed in a classroom, computers can be used to facilitate and

reinforce learning in multiple waysreinforce learning in multiple waysVehicle for increasing motivation and engagement (Owston)Vehicle for increasing motivation and engagement (Owston)

http://youtube.com/watch?v=rjpa4uffonMhttp://youtube.com/watch?v=rjpa4uffonM

http://www.youtube.com/watch?v=WQL_42H2ouUhttp://www.youtube.com/watch?v=WQL_42H2ouU

Page 11: Games for Learning

James GeeJames Gee

http://youtube.com/watch?v=qGhttp://youtube.com/watch?v=qGd1URORsoEd1URORsoE

(new form of competition for (new form of competition for schooling)schooling)

Page 12: Games for Learning

What is it specifically about video games that help people learn?  Does it have What is it specifically about video games that help people learn?  Does it have more to do with the gameplay than the story, the visual content or the more to do with the gameplay than the story, the visual content or the characters?characters?

My book covers 36 good learning principles built into good games like My book covers 36 good learning principles built into good games like System Shock System Shock 22, , Rise of NationsRise of Nations, , ArcanumArcanum, or even , or even Tomb Raider: The Last RevelationTomb Raider: The Last Revelation.  But there .  But there are many more.  Let me just give a few examples.  First, humans are terrible at are many more.  Let me just give a few examples.  First, humans are terrible at learning when you give them lots and lots of verbal information ahead of time out of learning when you give them lots and lots of verbal information ahead of time out of any context where it can be applied.  Games give verbal information “just in time” any context where it can be applied.  Games give verbal information “just in time” when and where it can be used and “on demand” as the player realizes he or she when and where it can be used and “on demand” as the player realizes he or she needs it.needs it.

   Second, good games stay inside, but at the outer edge of the player’s growing Second, good games stay inside, but at the outer edge of the player’s growing

competence, feeling challenging, but “doable.”  This creates a sense of pleasurable competence, feeling challenging, but “doable.”  This creates a sense of pleasurable frustration.  Third, good games create what’s been called a “cycle of expertise” by frustration.  Third, good games create what’s been called a “cycle of expertise” by giving players well-designed problems on the basis of which they can form good giving players well-designed problems on the basis of which they can form good strategies, letting them practice these enough to routinize them, then throwing a new strategies, letting them practice these enough to routinize them, then throwing a new problem at them that forces them to undo their now routinized skills and think again problem at them that forces them to undo their now routinized skills and think again before achieving, through more practice, a new and higher routinized set of skills.  before achieving, through more practice, a new and higher routinized set of skills.  Good games repeat this cycle again and again—it’s the process by which experts are Good games repeat this cycle again and again—it’s the process by which experts are produced in any domain.produced in any domain.

Final example: good games solve the motivation problem by what I think is an actual Final example: good games solve the motivation problem by what I think is an actual biological effect.  When you operate a game character, you are manipulating biological effect.  When you operate a game character, you are manipulating something at a distance (a virtual distance, in this case), much like operating a robot at something at a distance (a virtual distance, in this case), much like operating a robot at a distance, but in a much more fine-grained way.  This makes humans feel that their a distance, but in a much more fine-grained way.  This makes humans feel that their bodies and minds have actually been expanded into or entered that distant space.  bodies and minds have actually been expanded into or entered that distant space.  Good games use this effect by attaching a virtual identity to this expanded self that the Good games use this effect by attaching a virtual identity to this expanded self that the player begins to care about in a powerful way.  This identity can then become a hook player begins to care about in a powerful way.  This identity can then become a hook for freeing people up to think and learn in new ways, including learning, or least for freeing people up to think and learn in new ways, including learning, or least thinking about, new values, belief systems, and world views, as the Army realized in thinking about, new values, belief systems, and world views, as the Army realized in building building America’s ArmyAmerica’s Army.  If you stick with it, .  If you stick with it, The Elder Scrolls 3: MorrowindThe Elder Scrolls 3: Morrowind does this does this brilliantly and people play the game very differently depending on the different ways in brilliantly and people play the game very differently depending on the different ways in which they have invested in their character.  We would do better at teaching science in which they have invested in their character.  We would do better at teaching science in school if kids really invested in a scientist identity.  But you have to make it happen, school if kids really invested in a scientist identity.  But you have to make it happen, you can’t just say “preten.”you can’t just say “preten.”

Page 13: Games for Learning

Henry Jenkins – Director of Henry Jenkins – Director of Comparative studies at MITComparative studies at MIT

http://www.youtube.com/watchhttp://www.youtube.com/watch?v=INhOB9gWPiA?v=INhOB9gWPiA

Page 14: Games for Learning

Dr. Tanya ByronDr. Tanya Byron

http://www.youtube.com/watch?http://www.youtube.com/watch?v=IjPcpNuF3Fwv=IjPcpNuF3Fw

Page 15: Games for Learning

SAGE for LearningSAGE for Learning

Potential of technology-based Potential of technology-based games for learninggames for learning

Consider psychological factors Consider psychological factors and relate them to successful and relate them to successful game characteristicsgame characteristics

Page 16: Games for Learning

Educational Games for FreeEducational Games for Free

www.funbrain.comwww.funbrain.com

http://nobelprize.org/educational_gahttp://nobelprize.org/educational_games/mes/

http://www.shockwave.com/gamelanding/gears.jsp

Let’s Play!

Page 17: Games for Learning

Special Needs & Computer GamesSpecial Needs & Computer Games

MotivationalMotivational

EntertainingEntertaining

Colours & GraphicsColours & Graphics

SpecializedSpecialized

High Success RateHigh Success Rate

Expensive!Expensive!

www.do2learn.comwww.do2learn.com

Page 18: Games for Learning

Special Needs & Computer GamesSpecial Needs & Computer Games

Highly specialized games are Highly specialized games are good, but regular games can good, but regular games can also be beneficialalso be beneficial

http://www.youtube.com/watch?v=IIB85VlDG88

Page 19: Games for Learning

Games & Pop CultureGames & Pop Culture

Impact on the ConsumerImpact on the Consumer

Page 20: Games for Learning

Highest Selling GamesHighest Selling Games Top 20 console games of all timeTop 20 console games of all time

1.1.Pokémon RedPokémon Red, , BlueBlue, and , and GreenGreen (Game Boy – 20.08 million) (Game Boy – 20.08 million) 2.2.NintendogsNintendogs (DS – 18.67 million) (DS – 18.67 million) 3.3.Super Mario Bros. 3Super Mario Bros. 3 (NES – 18 million) (NES – 18 million) 4.4.Grand Theft Auto: Vice CityGrand Theft Auto: Vice City (PS2 – 17.5 million) (PS2 – 17.5 million) 5.5.Gran Turismo 3: A-SpecGran Turismo 3: A-Spec (PS2 – 14.89 million) (PS2 – 14.89 million) 6.6.Pokémon DiamondPokémon Diamond and and PearlPearl (DS – 14.77 million) (DS – 14.77 million) 7.7.Pokémon GoldPokémon Gold and and SilverSilver (Game Boy Color – 14.51 million) (Game Boy Color – 14.51 million) 8.8.Grand Theft Auto IIIGrand Theft Auto III (PS2 – 14.5 million) (PS2 – 14.5 million) 9.9.New Super Mario Bros.New Super Mario Bros. (DS – 14.16 million) (DS – 14.16 million) 10.10.Super Mario LandSuper Mario Land (Game Boy – 14 million) (Game Boy – 14 million) 11.11.Pokémon RubyPokémon Ruby and and SapphireSapphire (GBA – 13 million) (GBA – 13 million) 12.12.Brain Age: Train Your Brain in Minutes a Day!Brain Age: Train Your Brain in Minutes a Day! (DS – 12.98 million) (DS – 12.98 million) 13.13.Grand Theft Auto: San AndreasGrand Theft Auto: San Andreas (PS2 – 12 million) (PS2 – 12 million) 14.14.Pokémon FireRedPokémon FireRed and and LeafGreenLeafGreen (GBA – 11.82 million) (GBA – 11.82 million) 15.15.Wii Play Wii Play (Wii – 11.51 million)(Wii – 11.51 million) 16.16.Super Mario 64Super Mario 64 (N64 – 11 million) (N64 – 11 million) 17.17.Gran TurismoGran Turismo (PS1 – 10.85 million shipped) (PS1 – 10.85 million shipped) 18.18.Brain Age 2: More Training in Minutes a Day!Brain Age 2: More Training in Minutes a Day! (DS – 10.83 million) (DS – 10.83 million) 19.19.Mario Kart DSMario Kart DS (DS – 10.45 million) (DS – 10.45 million) 20.20.Super Mario Bros. 2Super Mario Bros. 2 (NES – 10 million) (NES – 10 million)

Page 21: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…

By GenreBy Genre

Action-adventure – Action-adventure – Grand Theft Auto: San AndreasGrand Theft Auto: San Andreas (PS2 – 12 (PS2 – 12 million) million)

Role-playing game – Role-playing game – Pokémon RedPokémon Red, , BlueBlue, and , and GreenGreen (Game Boy (Game Boy – 20.08 million)– 20.08 million)

Fighting – Fighting – Super Smash Bros. MeleeSuper Smash Bros. Melee (GCN - 7.09 million) (GCN - 7.09 million) First-person shooter – First-person shooter – Halo 3Halo 3 (Xbox 360 – 8.1 million) (Xbox 360 – 8.1 million) Music game - Music game - Guitar Hero IIGuitar Hero II (PS2 - 3.31 million in US) (PS2 - 3.31 million in US) Third-person shooter – Third-person shooter – Grand Theft Auto: San AndreasGrand Theft Auto: San Andreas (PS2 – (PS2 –

12 million)12 million) Platform – Platform – Super Mario Bros.Super Mario Bros. (NES – 40.23 million) (NES – 40.23 million) Puzzle – Puzzle – TetrisTetris (Game Boy – 33 million) (Game Boy – 33 million) Racing – Racing – Gran Turismo 3: A-SpecGran Turismo 3: A-Spec (PS2 – 14.89 million) (PS2 – 14.89 million) Simulation – Simulation – NintendogsNintendogs (DS – 18.67 million) (DS – 18.67 million) Stealth – Stealth – Metal Gear Solid 2: Sons of LibertyMetal Gear Solid 2: Sons of Liberty (PS2 – 7 million) (PS2 – 7 million) Survival horror – Survival horror – Resident Evil 2Resident Evil 2 (PS1 – 4.96 million) (PS1 – 4.96 million) Traditional sports – Traditional sports – Madden NFL 2005Madden NFL 2005 (PS2 – 4.35 million in US) (PS2 – 4.35 million in US)

Page 22: Games for Learning

Highest Selling Games Highest Selling Games For ConsolesFor Consoles

Atari 2600 1977Atari 2600 1977

Pac-ManPac-Man (7 million) (7 million) Pitfall!Pitfall! (4 million) (4 million) Missile CommandMissile Command (2.5 million) (2.5 million)

Page 23: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…

Nintendo Entertainment System 1983Nintendo Entertainment System 1983

Total Nintendo Entertainment System games sold as of March Total Nintendo Entertainment System games sold as of March 31, 2006: 500 million.31, 2006: 500 million.

Super Mario Bros.Super Mario Bros. (40.23 million) (40.23 million) Super Mario Bros. 3Super Mario Bros. 3 (18 million) (18 million) Super Mario Bros. 2Super Mario Bros. 2 (10 million) (10 million) The Legend of ZeldaThe Legend of Zelda (6.51 million) (6.51 million) Zelda II: The Adventure of LinkZelda II: The Adventure of Link (4.38 million) (4.38 million) Teenage Mutant Ninja TurtlesTeenage Mutant Ninja Turtles (4 million) (4 million) Dragon Warrior IIIDragon Warrior III (3.8 million in Japan) (3.8 million in Japan) Dragon Warrior IVDragon Warrior IV (3.1 million in Japan) (3.1 million in Japan) Golf Golf (2.46 million in Japan)(2.46 million in Japan) Dragon Warrior IIDragon Warrior II (2.4 million in Japan) (2.4 million in Japan) BaseballBaseball (2.35 million in Japan) (2.35 million in Japan) MahjongMahjong (2.13 million in Japan) (2.13 million in Japan) Family StadiumFamily Stadium (2.05 million in Japan) (2.05 million in Japan) TetrisTetris (1.81 million in Japan) (1.81 million in Japan)

Page 24: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Sega Mega Drive/Genesis 1988Sega Mega Drive/Genesis 1988 Sonic the Hedgehog 2Sonic the Hedgehog 2 (6 million) (6 million) Sonic the HedgehogSonic the Hedgehog (4 million) (4 million) AladdinAladdin (4 million) (4 million) NBA JamNBA Jam (1.93 million in US) (1.93 million in US) Mortal Kombat 2Mortal Kombat 2 (1.78 million in US) (1.78 million in US) Street Fighter II: Special Champion EditionStreet Fighter II: Special Champion Edition (1.65 million) (1.65 million) Sonic & KnucklesSonic & Knuckles (1.24 million in US) (1.24 million in US) Mortal Kombat 3Mortal Kombat 3 (1.02 million in US) (1.02 million in US) Sonic the Hedgehog 3Sonic the Hedgehog 3 (1.02 million in US) (1.02 million in US)

Page 25: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…

Game Boy and Game Boy Color 1989Game Boy and Game Boy Color 1989

Total Game Boy and Game Boy Color games sold as of March 31, 2005: Total Game Boy and Game Boy Color games sold as of March 31, 2005: 501.1 million501.1 million

TetrisTetris (33 million) (33 million) Pokémon RedPokémon Red, , BlueBlue, and , and GreenGreen (20.08 million) (20.08 million) Pokémon RedPokémon Red (4.83 million in US) (4.83 million in US) Pokémon BluePokémon Blue (5.02 million in US) (5.02 million in US) Pokémon GoldPokémon Gold and and Silver Silver (14.51 million) (14.51 million) Pokémon GoldPokémon Gold (7.15 million) (7.15 million) Pokémon SilverPokémon Silver (7.36 million) (7.36 million) Super Mario LandSuper Mario Land (14 million) (14 million) Pokémon Yellow: Special Pikachu EditionPokémon Yellow: Special Pikachu Edition (8.26 million) (8.26 million) The Legend of Zelda: Link's AwakeningThe Legend of Zelda: Link's Awakening (6.05 million) (6.05 million) The Legend of Zelda: Oracle of AgesThe Legend of Zelda: Oracle of Ages (3.96 million) (3.96 million) The Legend of Zelda: Oracle of SeasonsThe Legend of Zelda: Oracle of Seasons (3.96 million) (3.96 million) Pokémon CrystalPokémon Crystal (3.75 million) (3.75 million) Pokémon Trading Card GamePokémon Trading Card Game (2.9 million) (2.9 million) Super Mario Bros. DeluxeSuper Mario Bros. Deluxe (2.8 million in US) (2.8 million in US)

Page 26: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Super Nintendo Entertainment System 1990Super Nintendo Entertainment System 1990

Total Super Nintendo Entertainment Total Super Nintendo Entertainment System games sold as of March 31, 2006: System games sold as of March 31, 2006: 379.1 million379.1 million

Super Mario WorldSuper Mario World (20 million) (20 million) Donkey Kong CountryDonkey Kong Country (8 million) (8 million) Super Mario KartSuper Mario Kart (8 million) (8 million) Street Fighter IIStreet Fighter II (6.3 million) (6.3 million) The Legend of Zelda: A Link to the PastThe Legend of Zelda: A Link to the Past

(4.61 million) (4.61 million) Donkey Kong Country 2: Diddy's Kong Donkey Kong Country 2: Diddy's Kong

QuestQuest (4.37 million) (4.37 million) Street Fighter II TurboStreet Fighter II Turbo (4.1 million) (4.1 million) Star FoxStar Fox (4 million) (4 million) Super Mario World 2: Yoshi's IslandSuper Mario World 2: Yoshi's Island (4 (4

million) million) Dragon Quest VIDragon Quest VI (3.2 million in Japan) (3.2 million in Japan) Donkey Kong Country 3: Dixie Kong's Donkey Kong Country 3: Dixie Kong's

Double Trouble!Double Trouble! (2.89 million) (2.89 million) Dragon Quest VDragon Quest V (2.8 million in Japan) (2.8 million in Japan) Final Fantasy VIFinal Fantasy VI (2.55 million in Japan) (2.55 million in Japan) Final Fantasy VFinal Fantasy V (2.45 million in Japan) (2.45 million in Japan) Super Mario All-StarsSuper Mario All-Stars (2.12 million in (2.12 million in

Japan) Japan) Chrono TriggerChrono Trigger (2.03 million in Japan) (2.03 million in Japan) Super Street Fighter IISuper Street Fighter II (2 million) (2 million)

Page 27: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…

Sega Saturn 1994Sega Saturn 1994

Virtua Fighter 2Virtua Fighter 2 (1.7 million in Japan) (1.7 million in Japan) GrandiaGrandia (1 million in Japan) (1 million in Japan)

Page 28: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…PlayStation 1994PlayStation 1994 Total PlayStation games sold as of March 31, 2007: 962 million Total PlayStation games sold as of March 31, 2007: 962 million

Gran TurismoGran Turismo (10.85 million) (10.85 million) Final Fantasy VIIFinal Fantasy VII (9.8 million) (9.8 million) Gran Turismo 2Gran Turismo 2 (9.37 million) (9.37 million) Tomb Raider IITomb Raider II (8 million) (8 million) Metal Gear SolidMetal Gear Solid (7 million) (7 million) Tomb Raider Tomb Raider (7 million) (7 million) Crash BandicootCrash Bandicoot (6.8 million) (6.8 million) Final Fantasy VIIIFinal Fantasy VIII (6 million) (6 million) Crash Bandicoot 2: Cortex Strikes BackCrash Bandicoot 2: Cortex Strikes Back (5.17 million) (5.17 million) Crash Bandicoot 3: WarpedCrash Bandicoot 3: Warped (5.16 million) (5.16 million) Resident Evil 2Resident Evil 2 (4.96 million) (4.96 million) Tekken 3Tekken 3 (4.64 million) (4.64 million) Dragon Warrior VIIDragon Warrior VII (4.12 million) (4.12 million) RaymanRayman (4 million) (4 million) Resident Evil 3: NemesisResident Evil 3: Nemesis (3.5 million) (3.5 million) FroggerFrogger (3.37 million in US) (3.37 million in US)

Page 29: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Nintendo 64 1996Nintendo 64 1996

Total Nintendo 64 games sold as of Total Nintendo 64 games sold as of March 31, 2006: 225 millionMarch 31, 2006: 225 million

Super Mario 64Super Mario 64 (11 million) (11 million) Mario Kart 64Mario Kart 64 (8.47 million) (8.47 million) GoldenEye 007GoldenEye 007 (8 million) (8 million) The Legend of Zelda: Ocarina of Time The Legend of Zelda: Ocarina of Time

(7.6 million) (7.6 million) Super Smash Bros.Super Smash Bros. (4.9 million) (4.9 million) Diddy Kong RacingDiddy Kong Racing (4.434 million) (4.434 million) Pokémon StadiumPokémon Stadium (3.871 million) (3.871 million) Donkey Kong 64Donkey Kong 64 (3.77 million) (3.77 million) The Legend of Zelda: Majora's MaskThe Legend of Zelda: Majora's Mask

(3.36 million)(3.36 million) Star Fox 64Star Fox 64 (3.325 million) (3.325 million) Pokémon SnapPokémon Snap (2.718 million) (2.718 million) Perfect DarkPerfect Dark (2.5 million) (2.5 million) Mario Party 2Mario Party 2 (2.33 million) (2.33 million) Banjo-KazooieBanjo-Kazooie (2.256 million) (2.256 million) Pokémon Stadium 2Pokémon Stadium 2 (2.15 million) (2.15 million) Wave Race 64Wave Race 64 (2.105 million) (2.105 million) Star Wars: Shadows of the EmpireStar Wars: Shadows of the Empire

(2.008 million)(2.008 million) Yoshi's StoryYoshi's Story (1.953 million) (1.953 million) Mario PartyMario Party (1.944 million) (1.944 million) WCW/nWo RevengeWCW/nWo Revenge (1.88 million in US) (1.88 million in US)

Page 30: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Dreamcast 1998Dreamcast 1998 Sonic AdventureSonic Adventure (2.5 million) (2.5 million) SoulcaliburSoulcalibur (1.3 million) (1.3 million) Crazy TaxiCrazy Taxi (1.225 million) (1.225 million) ShenmueShenmue (1.2 million) (1.2 million) Resident Evil Code: Veronica Resident Evil Code: Veronica (1.14 million) (1.14 million) NFL 2KNFL 2K (1.13 million in the US) (1.13 million in the US) NFL 2K1NFL 2K1 (1.01 million in the US) (1.01 million in the US)

Page 31: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…PlayStation 2 2000PlayStation 2 2000 Total PlayStation 2 games shipped as of March 31, 2007: 1.24 billion Total PlayStation 2 games shipped as of March 31, 2007: 1.24 billion

Grand Theft Auto: Vice CityGrand Theft Auto: Vice City (17.5 million) (17.5 million) Gran Turismo 3: A-SpecGran Turismo 3: A-Spec (14.89 million shipped) (14.89 million shipped) Grand Theft Auto IIIGrand Theft Auto III (14.5 million) (14.5 million) Grand Theft Auto: San AndreasGrand Theft Auto: San Andreas (12 million) (12 million) Gran Turismo 4Gran Turismo 4 (10.06 million) (10.06 million) Metal Gear Solid 2: Sons of LibertyMetal Gear Solid 2: Sons of Liberty (7 million) (7 million) Final Fantasy XFinal Fantasy X (6.6 million) (6.6 million) Final Fantasy XIIFinal Fantasy XII (5.2 million) (5.2 million) Kingdom HeartsKingdom Hearts (4.68 million) (4.68 million) Dragon Quest VIII: Journey of the Cursed KingDragon Quest VIII: Journey of the Cursed King (4.44 million) (4.44 million) Madden NFL 2005Madden NFL 2005 (4.35 million in US) (4.35 million in US)

Page 32: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Xbox 2001Xbox 2001

Halo 2 Halo 2 (8 million) (8 million) Halo: Combat Evolved Halo: Combat Evolved (5 million)(5 million) Tom Clancy's Splinter Cell Tom Clancy's Splinter Cell (3.005 million) (3.005 million) FableFable (3 million) (3 million) Project Gotham RacingProject Gotham Racing (2.5 million) (2.5 million) Grand Theft Auto Double PackGrand Theft Auto Double Pack (1.601 million) (1.601 million) Star Wars: Knights of the Old RepublicStar Wars: Knights of the Old Republic (1.48 million in US) (1.48 million in US) Madden NFL 2005Madden NFL 2005 (1.42 million in US) (1.42 million in US) Madden NFL 2006Madden NFL 2006 (1.41 million in US) (1.41 million in US)

Page 33: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Nintendo GameCube 2001Nintendo GameCube 2001

Total Nintendo GameCube games sold as of March 31, 2008: 208.47 millionTotal Nintendo GameCube games sold as of March 31, 2008: 208.47 million

Super Smash Bros. MeleeSuper Smash Bros. Melee (7.09 million) (7.09 million) Super Mario SunshineSuper Mario Sunshine (5.5 million) (5.5 million) Mario Kart: Double Dash!!Mario Kart: Double Dash!! (4.676 million) (4.676 million) The Legend of Zelda: The Wind WakerThe Legend of Zelda: The Wind Waker (3.07 million) (3.07 million) Luigi's MansionLuigi's Mansion (2.539 million) (2.539 million) Animal CrossingAnimal Crossing (2.321 million) (2.321 million) Mario Party 4Mario Party 4 (2.003 million) (2.003 million) Mario Party 7Mario Party 7 (1.86 million) (1.86 million) Pokémon ColosseumPokémon Colosseum (1.806 million) (1.806 million) Paper Mario: The Thousand-Year DoorPaper Mario: The Thousand-Year Door (1.64 million) (1.64 million) Sonic Adventure 2 BattleSonic Adventure 2 Battle (1.632 million) (1.632 million) Resident Evil 4Resident Evil 4 (1.6 million) (1.6 million) Mario Party 5Mario Party 5 (1.505 million) (1.505 million) Sonic Mega CollectionSonic Mega Collection (1.453 million) (1.453 million) Resident EvilResident Evil (1.35 million) (1.35 million) The Legend of Zelda: Twilight PrincessThe Legend of Zelda: Twilight Princess (1.32 million) (1.32 million) Pokémon XD: Gale of DarknessPokémon XD: Gale of Darkness (1.25 million) (1.25 million) Resident Evil ZeroResident Evil Zero (1.25 million) (1.25 million)

Page 34: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Game Boy Advance 2001Game Boy Advance 2001

Total Game Boy Advance games sold as of March 31, 2008: 376.66 Total Game Boy Advance games sold as of March 31, 2008: 376.66 million. million.

Pokémon RubyPokémon Ruby and and SapphireSapphire (13 million) (13 million) Pokémon FireRedPokémon FireRed and and LeafGreenLeafGreen (11.82 million) (11.82 million) Pokémon EmeraldPokémon Emerald (6.32 million) (6.32 million) Super Mario World: Super Mario Advance 2Super Mario World: Super Mario Advance 2 (4.079 million) (4.079 million) Super Mario AdvanceSuper Mario Advance (3.738 million) (3.738 million) Super Mario Advance 4: Super Mario Bros. 3Super Mario Advance 4: Super Mario Bros. 3 (3.598 million) (3.598 million) Mario Kart Super CircuitMario Kart Super Circuit (3.468 million) (3.468 million) Namco MuseumNamco Museum (2.96 million in US) (2.96 million in US) Pokémon Mystery Dungeon: Red Rescue TeamPokémon Mystery Dungeon: Red Rescue Team (2.2 million) (2.2 million) Yoshi's Island: Super Mario Advance 3Yoshi's Island: Super Mario Advance 3 (2.096 million) (2.096 million) Kirby: Nightmare in DreamlandKirby: Nightmare in Dreamland (1.953 million) (1.953 million)

Page 35: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Nintendo DS 2004Nintendo DS 2004 Total Nintendo DS games sold as of March 31, 2008: 369.61 million Total Nintendo DS games sold as of March 31, 2008: 369.61 million NintendogsNintendogs (18.67 million) (18.67 million) Pokémon DiamondPokémon Diamond and and PearlPearl (14.77 million) (14.77 million) New Super Mario Bros.New Super Mario Bros. (14.16 million) (14.16 million) Brain Age: Train Your Brain in Minutes a Day!Brain Age: Train Your Brain in Minutes a Day! (12.98 million) (12.98 million) Brain Age 2: More Training in Minutes a Day!Brain Age 2: More Training in Minutes a Day! (10.83 million) (10.83 million) Mario Kart DSMario Kart DS (10.45 million) (10.45 million) Animal Crossing: Wild WorldAnimal Crossing: Wild World (9.53 million) (9.53 million) Super Mario 64 DSSuper Mario 64 DS (6.12 million) (6.12 million) Big Brain AcademyBig Brain Academy (5.01 million) (5.01 million) The Legend of Zelda: Phantom HourglassThe Legend of Zelda: Phantom Hourglass (4.13 million) (4.13 million) Mario Party DSMario Party DS (3.62 million) (3.62 million) Pokémon Mystery Dungeon: Blue Rescue TeamPokémon Mystery Dungeon: Blue Rescue Team (3.08 million) (3.08 million)

Page 36: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…PlayStation Portable 2004PlayStation Portable 2004

Total PlayStation Portable games shipped as of March 31, 2007: 101.4 Total PlayStation Portable games shipped as of March 31, 2007: 101.4 millionmillion

Grand Theft Auto: Vice City StoriesGrand Theft Auto: Vice City Stories (4.5 million) (4.5 million) DaxterDaxter (2.3 million) (2.3 million) Monster Hunter Portable 2nd GMonster Hunter Portable 2nd G (2.177 million in Japan) (2.177 million in Japan) Monster Hunter Freedom 2Monster Hunter Freedom 2 (2.15 million) (2.15 million) Grand Theft Auto: Liberty City StoriesGrand Theft Auto: Liberty City Stories (1.956 million) (1.956 million) Crisis Core: Final Fantasy VIICrisis Core: Final Fantasy VII (1.25 million) (1.25 million) Monster Hunter FreedomMonster Hunter Freedom (1.15 million) (1.15 million) Need for Speed Most Wanted 5-1-0Need for Speed Most Wanted 5-1-0 (1.047 million) (1.047 million) Hot Shots Golf: Open TeeHot Shots Golf: Open Tee (1 million) (1 million) Tekken: Dark ResurrectionTekken: Dark Resurrection (1 million) (1 million) Wipeout PureWipeout Pure (1 million) (1 million)

Page 37: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Xbox 360 2005Xbox 360 2005

Halo 3Halo 3 (8.1 million) (8.1 million) Gears of War Gears of War (4.7 million)(4.7 million) Call of Duty 4: Modern WarfareCall of Duty 4: Modern Warfare (3.172 million) (3.172 million) Grand Theft Auto IV Grand Theft Auto IV (2.6 million) (2.6 million) Forza Motorsport 2Forza Motorsport 2 (2.274 million) (2.274 million) BioShockBioShock (2.2 million) (2.2 million) Marvel: Ultimate AllianceMarvel: Ultimate Alliance (2.08 million in US) (2.08 million in US) Guitar Hero IIGuitar Hero II (2 million in North America and Western Europe) (2 million in North America and Western Europe) Assassin's Creed Assassin's Creed (1.985 million) (1.985 million) Madden NFL 07Madden NFL 07 (1.72 million in US) (1.72 million in US)

Page 38: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…PlayStation 3 2006PlayStation 3 2006

Total PlayStation 3 games sold as of March 31, 2008: 71.3 millionTotal PlayStation 3 games sold as of March 31, 2008: 71.3 million

MotorStormMotorStorm (3 million) (3 million) Resistance: Fall of ManResistance: Fall of Man (2.5 million) (2.5 million) Grand Theft Auto IVGrand Theft Auto IV (1.97 million) (1.97 million) Gran Turismo 5 PrologueGran Turismo 5 Prologue (1.926 million) (1.926 million) Uncharted: Drake's FortuneUncharted: Drake's Fortune (1.2 million) (1.2 million) Heavenly SwordHeavenly Sword (1 million) (1 million) Ratchet & Clank Future: Tools of DestructionRatchet & Clank Future: Tools of Destruction (1 million) (1 million)

Page 39: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…Wii 2006Wii 2006

Total Wii games sold as of March 31, 2008: 148.44 million Total Wii games sold as of March 31, 2008: 148.44 million

Wii SportsWii Sports (21.56 million) (21.56 million) Wii PlayWii Play (11.51 million (11.51 million Super Mario GalaxySuper Mario Galaxy (6.1 million) (6.1 million) Mario Party 8Mario Party 8 (4.86 million) (4.86 million) Super Smash Bros. BrawlSuper Smash Bros. Brawl (4.85 million) (4.85 million) The Legend of Zelda: Twilight PrincessThe Legend of Zelda: Twilight Princess (4.52 million) (4.52 million) Mario & Sonic at the Olympic GamesMario & Sonic at the Olympic Games (3.4 million) (3.4 million) Wii FitWii Fit (2.8777 million) (2.8777 million) Mario Kart Wii Mario Kart Wii (2.526 million)(2.526 million) Super Paper MarioSuper Paper Mario (2.28 million) (2.28 million) Big Brain Academy: Wii DegreeBig Brain Academy: Wii Degree (2.26 million) (2.26 million) Guitar Hero III: Legends of RockGuitar Hero III: Legends of Rock (2 million) (2 million) WarioWare: Smooth MovesWarioWare: Smooth Moves (1.82 million) (1.82 million) Mario Strikers Charged Mario Strikers Charged (1.77 million) (1.77 million) Link's Crossbow Training Link's Crossbow Training (1.71 million) (1.71 million) Metroid Prime 3: CorruptionMetroid Prime 3: Corruption (1.31 million) (1.31 million) Resident Evil 4: Wii EditionResident Evil 4: Wii Edition (1.25 million) (1.25 million) Carnival GamesCarnival Games (1.2 million) (1.2 million) Rayman Raving RabbidsRayman Raving Rabbids (1.2 million) (1.2 million) Sonic and the Secret RingsSonic and the Secret Rings (1.2 million) (1.2 million) Resident Evil: The Umbrella ChroniclesResident Evil: The Umbrella Chronicles (1.05 million) (1.05 million)

Page 40: Games for Learning

Highest Selling Games Cont…Highest Selling Games Cont…PCPC Lineage 2Lineage 2 (14 million customers) (14 million customers) The Sims 2The Sims 2 (13 million) (13 million) World of WarcraftWorld of Warcraft (10 million subscribers) (10 million subscribers) StarCraftStarCraft (9.5 million) (9.5 million) Half-LifeHalf-Life (8 million) (8 million) MystMyst (6 million) (6 million) Guild WarsGuild Wars (5 million) (5 million) Cossacks: European WarsCossacks: European Wars (4 million) (4 million) Diablo IIDiablo II (4 million) (4 million) Half-Life 2Half-Life 2 (4 million) (4 million) PopulousPopulous (4 million) (4 million) RollerCoaster TycoonRollerCoaster Tycoon (4 million) (4 million) Doom 3Doom 3 (3.5 million) (3.5 million) EverQuestEverQuest (3.5 million) (3.5 million) Theme ParkTheme Park (3.5 million) (3.5 million) Age of EmpiresAge of Empires (3 million) (3 million) Civilization IVCivilization IV (3 million) (3 million) Command & Conquer: Red AlertCommand & Conquer: Red Alert (3 million) (3 million) Warcraft III: Reign of ChaosWarcraft III: Reign of Chaos (3 million) (3 million)

Page 41: Games for Learning

The Evolution of Games The Evolution of Games in Popular Culturein Popular Culture

What does this all mean?What does this all mean?

What are some potential gains What are some potential gains or negative impacts?or negative impacts?

Page 42: Games for Learning

Video Games Into FilmsVideo Games Into Films Theatrical ReleasesTheatrical Releases Alone in the DarkAlone in the Dark (January 28, 2005) (January 28, 2005) BloodRayneBloodRayne (January 6, 2006) (January 6, 2006) DOA: Dead or AliveDOA: Dead or Alive (September 7, 2006) (September 7, 2006) DoomDoom (October 21, 2005) (October 21, 2005) Double DragonDouble Dragon (November 4, 1994) (November 4, 1994) Far Cry Far Cry (August 1, 2008) (August 1, 2008) Final Fantasy: The Spirits WithinFinal Fantasy: The Spirits Within (July 13, 2001) (July 13, 2001) HitmanHitman (November 21, 2007) (November 21, 2007) House of the DeadHouse of the Dead (October 10, 2003) (October 10, 2003) In the Name of the King: A Dungeon Siege TaleIn the Name of the King: A Dungeon Siege Tale (November 29, 2007) (November 29, 2007) Lara Croft: Tomb RaiderLara Croft: Tomb Raider (June 15, 2001) (June 15, 2001) Lara Croft Tomb Raider: The Cradle of LifeLara Croft Tomb Raider: The Cradle of Life (July 25, 2003) (July 25, 2003) Max PayneMax Payne (October 17, 2008) (October 17, 2008) Mortal KombatMortal Kombat (August 18, 1995) (August 18, 1995) Mortal Kombat: AnnihilationMortal Kombat: Annihilation (November 21, 1997) (November 21, 1997) Pokémon: The First Movie - Mewtwo Strikes BackPokémon: The First Movie - Mewtwo Strikes Back (July 18, 1998) (July 18, 1998) Pokémon: The Movie 2000 - The Power of OnePokémon: The Movie 2000 - The Power of One (July 17, 1999) (July 17, 1999) Pokémon 3: The Movie - Spell of the UnknownPokémon 3: The Movie - Spell of the Unknown (July 8, 2000) (July 8, 2000) Pokémon 4Ever - Celebi, Voice of the ForestPokémon 4Ever - Celebi, Voice of the Forest (July 7, 2001) (July 7, 2001) Pokémon HeroesPokémon Heroes (July 13, 2002) (July 13, 2002) PostalPostal (October 18, 2007) (October 18, 2007) Prince of Persia: The Sands of TimePrince of Persia: The Sands of Time (June 19, 2009) (June 19, 2009) Resident EvilResident Evil (March 15, 2002) (March 15, 2002) Resident Evil: ApocalypseResident Evil: Apocalypse (September 10, 2004) (September 10, 2004) Resident Evil: ExtinctionResident Evil: Extinction (September 21, 2007) (September 21, 2007) Sabotage 1943Sabotage 1943 (2009) (2009) Silent HillSilent Hill (April 21, 2006) (April 21, 2006) Street FighterStreet Fighter (December 23, 1994) (December 23, 1994) Street Fighter: The Legend of Chun-LiStreet Fighter: The Legend of Chun-Li (February 27, 2009) (February 27, 2009) Super Mario Bros.Super Mario Bros. (May 28, 1993) (May 28, 1993) TekkenTekken (2009) (2009) Wing CommanderWing Commander (March 12, 1999) (March 12, 1999) Zombie MassacreZombie Massacre (2010) (2010)

Page 43: Games for Learning

Video Games Into Films ContVideo Games Into Films Cont Currently in production, pre-Currently in production, pre-

production or development hellproduction or development hell AliceAlice Area 51Area 51 BioShockBioShock BloodRayne III: WarhammerBloodRayne III: Warhammer Broken Sword: The Shadow of the Broken Sword: The Shadow of the

TemplarsTemplars CastlevaniaCastlevania Citizen SiegeCitizen Siege City of HeroesCity of Heroes Clock TowerClock Tower Cold FearCold Fear Deus ExDeus Ex Devil May CryDevil May Cry DriverDriver Earthworm JimEarthworm Jim EverQuestEverQuest Fatal FrameFatal Frame Fear EffectFear Effect Gears of WarGears of War God of WarGod of War

HaloHalo Hunter: The ReckoningHunter: The Reckoning Kane & LynchKane & Lynch MechWarriorMechWarrior Metal Gear SolidMetal Gear Solid MetroidMetroid Mortal Kombat: DevastationMortal Kombat: Devastation Nightmare CreaturesNightmare Creatures OnimushaOnimusha Rainbow SixRainbow Six Return to Castle WolfensteinReturn to Castle Wolfenstein Silent Hill 2Silent Hill 2 SirenSiren SoulcaliburSoulcalibur Splinter CellSplinter Cell Spyro the DragonSpyro the Dragon Spy HunterSpy Hunter The NeverhoodThe Neverhood The SimsThe Sims The SufferingThe Suffering The UnforgettableThe Unforgettable WarcraftWarcraft

Page 44: Games for Learning

Virtual Reality?Virtual Reality?

Dance Dance RevolutionDance Dance Revolution

http://www.youtube.com/watch?http://www.youtube.com/watch?v=z2CCBZpQOcQv=z2CCBZpQOcQ

The SimsThe Sims

http://www.youtube.com/watch?http://www.youtube.com/watch?v=rrkZruwayM8v=rrkZruwayM8

Wii FitWii Fit

http://www.youtube.com/watch?http://www.youtube.com/watch?v=t3pfQdADxEsv=t3pfQdADxEs

Page 45: Games for Learning

Online Gaming Communities Cont…Online Gaming Communities Cont…

What makes an online game exciting, interesting, social What makes an online game exciting, interesting, social or more fun than another game? Motivation evolves from or more fun than another game? Motivation evolves from sensory gratification, role-playing, personality, taste, sensory gratification, role-playing, personality, taste, adrenaline, sociology, immersive and engaging adrenaline, sociology, immersive and engaging environments, and the element of fun. Games in general environments, and the element of fun. Games in general motivate ideas. Topics include life, survival, strategy, role-motivate ideas. Topics include life, survival, strategy, role-playing, and building relationships. playing, and building relationships.

20072007 (NASDAQ: SCOR), a leader in measuring the digital (NASDAQ: SCOR), a leader in measuring the digital world, today released the results of a global study into world, today released the results of a global study into online gaming, showing the number of unique visitors to online gaming, showing the number of unique visitors to these sites to have reached almost 217 million worldwide these sites to have reached almost 217 million worldwide – a year-on-year growth of 17 percent. – a year-on-year growth of 17 percent.

Massively multiplayer online games (MMOGs) are the Massively multiplayer online games (MMOGs) are the quintessential example of such communities. They share quintessential example of such communities. They share the same features as other game worlds with one the same features as other game worlds with one important exception – they are important exception – they are played onlineplayed online, allowing , allowing individuals, through their self-created digital characters or individuals, through their self-created digital characters or “avatars” within the game space, to interact not only with “avatars” within the game space, to interact not only with the the gaming softwaregaming software (the designed environment of the (the designed environment of the game and the computer-controlled characters within it) game and the computer-controlled characters within it) but with but with other players’ avatars other players’ avatars as well while in-game. as well while in-game.

Page 46: Games for Learning

Online Gaming Communities Cont…Online Gaming Communities Cont…

In a setting of wizards and elves, dwarfs and knights, people In a setting of wizards and elves, dwarfs and knights, people save for homes, create basket indices of the trading market, build save for homes, create basket indices of the trading market, build relationships of status and solidarity, and worry about crime. relationships of status and solidarity, and worry about crime.

How Video Games Impact the Gamer’s Life:How Video Games Impact the Gamer’s Life: Economics & LawEconomics & Law In economics, the value of objects does not depend on their In economics, the value of objects does not depend on their

characteristics or their components, but rather on their characteristics or their components, but rather on their contribution to the well-being of the people who use them. Value contribution to the well-being of the people who use them. Value is subjective, wholly created in the minds of people. If people in is subjective, wholly created in the minds of people. If people in free markets determine that a shiny crystal called “diamond” is free markets determine that a shiny crystal called “diamond” is worth $100,000, economists basically accept the reality of that worth $100,000, economists basically accept the reality of that valuation. If the object in question is not a shiny crystal called valuation. If the object in question is not a shiny crystal called “diamond” but is rather a magic sword called “Excalibur,” that “diamond” but is rather a magic sword called “Excalibur,” that exists only in an online game, economists would still put the exists only in an online game, economists would still put the value of the item at $100,000. Similarly, if people are willing to value of the item at $100,000. Similarly, if people are willing to incur large time and money costs to live in a virtual world, incur large time and money costs to live in a virtual world, economists will judge that location to be lucrative real estate, economists will judge that location to be lucrative real estate, regardless of the fact that it exists only in cyberspace. The mere regardless of the fact that it exists only in cyberspace. The mere fact that the goods and spaces are digital, and are part of fact that the goods and spaces are digital, and are part of something that has been given the label “game,” is irrelevant. something that has been given the label “game,” is irrelevant. (Castronova, 2002)(Castronova, 2002)

Page 47: Games for Learning

Online Gaming Communities Cont…Online Gaming Communities Cont…

Sociology & AnthropologySociology & Anthropology Interpretive communities such as those found in Interpretive communities such as those found in

MMOGs take up the symbolic, cultural materials MMOGs take up the symbolic, cultural materials offered them by media and the like to collectively offered them by media and the like to collectively create the form and substance of their own cultural create the form and substance of their own cultural worlds (Squire & Steinkuehler, in press; Taylor, worlds (Squire & Steinkuehler, in press; Taylor, 20022002 ) )

Psychology: Character IdentityPsychology: Character Identity MMOGs become the instantiated means with which MMOGs become the instantiated means with which

individuals can think about and with a thoroughly individuals can think about and with a thoroughly postmodern conception of the self, one marked by postmodern conception of the self, one marked by “multiplicity, heterogeneity, flexibility, and “multiplicity, heterogeneity, flexibility, and fragmentation” (Turkle, 1995fragmentation” (Turkle, 1995 ) )

Page 48: Games for Learning

Online CommunityOnline Community

http://archive.gamespy.com/http://archive.gamespy.com/stats/stats/

http://irc.netsplit.de/networks/http://irc.netsplit.de/networks/top100.phptop100.php

Page 49: Games for Learning

Something to think aboutSomething to think about

““Technological innovation, no doubt Technological innovation, no doubt beginning with the sharpened stick has beginning with the sharpened stick has createdcreated challenges for socialization of challenges for socialization of young or new members of communities. young or new members of communities. New technologyNew technology modifies community modifies community practices and understanding. Technology practices and understanding. Technology changes the repertoireschanges the repertoires needed for needed for successful community membership. successful community membership. Socialization requires that humanSocialization requires that human development be contextualized in the tool-development be contextualized in the tool-environment of the community.”environment of the community.”

(Rivera et al. 2002, p. 181)(Rivera et al. 2002, p. 181)

Page 50: Games for Learning

How Can We Teach How Can We Teach Through Video GamesThrough Video Games

Many children do not like learning mathematics. Many children do not like learning mathematics. They do not find mathematics fun, motivating, and They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. engaging, and they think it is difficult to learn. Computer-based games have the potential and Computer-based games have the potential and possibility of addressing this problem (Sedig 2008). possibility of addressing this problem (Sedig 2008).

The National Council of Teachers of Mathematics The National Council of Teachers of Mathematics (NCTM, 2000) recommends the use of computer (NCTM, 2000) recommends the use of computer software in children’s mathematics education. Sedig software in children’s mathematics education. Sedig (2008) argues that “despite the explicitness and (2008) argues that “despite the explicitness and difficulty of the mathematical concepts involved, difficulty of the mathematical concepts involved, children found the learning process fun and children found the learning process fun and engaging through computer games. engaging through computer games.

Furthermore, children exhibited significant Furthermore, children exhibited significant improvement in their knowledge of transformation improvement in their knowledge of transformation geometry concepts” (Sedig 2008). geometry concepts” (Sedig 2008).

Page 51: Games for Learning

How Can We Teach How Can We Teach Through Video Games Cont…Through Video Games Cont…

Games: Drill and Practice Simulations and Strategy Games Video games can…Video games can…

Manipulate otherwise unalterable variables. Manipulate otherwise unalterable variables. With simulations of natural systems such as SimEarth, learners can observe the effects of changing the globes oxygen levels, or raising the global temperature.

Enable students to view phenomena from new perspectives. In the simulation Hidden Agenda, learners can assume the position of a president in a Central American country, learning about economics, history, politics, sociology, and culture in the process.

Observe systems behavior over time. For example, in simulations like SimCity or Civilization, learners can observe social systems’ behavior over years or centuries. Similarly, in a Virtual Solar System course, students created models of the Solar System where they could observe the solar system in motion, examining rotations, revolutions, and eclipses (Barnett, Barab, & Hay in review). Whereas most physical models tend to be static, computer based simulations allow you to manipulate time (Herz 1997). Simulation games, such as Railroad Tycoon, add a gaming element in order to bolster student engagement.

Page 52: Games for Learning

How Can We Teach How Can We Teach Through Video Games Cont…Through Video Games Cont…

Pose hypothetical questions to a system. In historical simulations, such as Antietam, learners can simulate hypothetical events, such as what if

Visualize a system in three dimensions (Barab, Hay, & Duffy 1999). In the Digital Weather Station, learners use special 3-D tools to visualize weather systems in three dimensions (Hay 1999).

Compare simulations with their understanding of a system. Simulations do not represent reality; they reflect a designers conception of reality (Thiagarajan 1998). For example, SimCity is weighted heavily toward public transportation, reflect author Will Wright’s fondness for public transportation (Herz 1997). Educators can capitalize on this discrepancy and have students examine a simulation for bias or inaccuracies.

Thus far, video game research has found no relationship between video game usage and social maladjustment.

Page 53: Games for Learning

Let’s Make History!Let’s Make History!

http://www.historycanadagame.com/

Games for younger studentsGames for younger students http://pbskids.org/cyberchase/

games.html

Page 54: Games for Learning

WebkinzWebkinz

ca.youtube.com/watch?v=w_iF2Fl-HBYca.youtube.com/watch?v=w_iF2Fl-HBY

http://www.webkinz.com/us_en/

Page 55: Games for Learning

Second LifeSecond Lifehttp://www.secondlife.org/http://www.secondlife.org/

http://www.youtube.com/watch?v=b72CvvMuD6Qhttp://www.youtube.com/watch?v=b72CvvMuD6Q

Page 56: Games for Learning

Second Life in Second Life in Higher EducationHigher Education

Harvard Law School (HLS) offering Harvard Law School (HLS) offering CyberOneCyberOne::

Law in the Court of Public Opinion first Law in the Court of Public Opinion first offered by Professor Charles R. Nesson in offered by Professor Charles R. Nesson in September 2006September 2006

Strong sense of communityStrong sense of community Developed new sets of classroom normsDeveloped new sets of classroom norms Students who struggle with writing found a Students who struggle with writing found a

new range of expressionnew range of expression Non participation ended and as did student Non participation ended and as did student

domination of discussiondomination of discussion

Page 57: Games for Learning

Why should We Teach Why should We Teach Through Video Games?Through Video Games?

Emerging technologies hold promise for Emerging technologies hold promise for improving student achievement and improving student achievement and teacher quality.teacher quality.

The use of technology within the classroom The use of technology within the classroom has shown in various studies to have great has shown in various studies to have great benefits for students in cognitive, social benefits for students in cognitive, social and emotional levels and aspects.and emotional levels and aspects.

Technology has the ability to enhance the Technology has the ability to enhance the length of the users’ or students’ attention length of the users’ or students’ attention span.span.

Technology allows us to become aware of Technology allows us to become aware of how we think and to discover how the world how we think and to discover how the world functions around us.functions around us.

Page 58: Games for Learning

Why should We Teach Why should We Teach Through Video Games?Through Video Games?

Mathematicians and early childhood Mathematicians and early childhood software developers, such as Papert have software developers, such as Papert have “argued that computers unleash the “argued that computers unleash the creative impulse in children and allow creative impulse in children and allow children to become aware of how they think children to become aware of how they think and learn” (Atwell et al. 2003, p. 279). and learn” (Atwell et al. 2003, p. 279).

““Most mathematical learning in the early Most mathematical learning in the early years of education, and indeed later on, is years of education, and indeed later on, is through observation of and interaction with through observation of and interaction with external information, either in the form of external information, either in the form of real objects, physical manipulatives, or real objects, physical manipulatives, or representations of objects and concepts” representations of objects and concepts” (Sedig 2008).(Sedig 2008).

Page 59: Games for Learning

Why should We Teach Why should We Teach Through Video Games?Through Video Games?

The more a student feels that their role and The more a student feels that their role and information is validated by the software or information is validated by the software or peers, through positive reinforcement, they peers, through positive reinforcement, they will be more inclined to participate in will be more inclined to participate in mathematics and become more socially mathematics and become more socially active within the class. active within the class.

The environment should then engage them The environment should then engage them with the mathematical concepts in such a with the mathematical concepts in such a way that they be able to gradually build up way that they be able to gradually build up their knowledge and skills as they navigate their knowledge and skills as they navigate through the environment, enjoying the through the environment, enjoying the learning process and being motivated learning process and being motivated through the game (Sedig 2008). through the game (Sedig 2008).

Page 60: Games for Learning

Studies Show…Studies Show…

The more comfortable a teacher is with their ability and The more comfortable a teacher is with their ability and knowledge to use a computer the more effective their knowledge to use a computer the more effective their students will learn and benefit from technology. students will learn and benefit from technology.

Computers do not currently have a strong impact on Computers do not currently have a strong impact on student learning because most teachers find them to student learning because most teachers find them to be of limited utility and hard to deploy in their daily be of limited utility and hard to deploy in their daily teaching, and therefore use them in small doses" teaching, and therefore use them in small doses" (Atwell et al., 2003, p. 280). (Atwell et al., 2003, p. 280).

When contrasting classrooms that use technology in When contrasting classrooms that use technology in an integrated fashion to the child's learning abilities an integrated fashion to the child's learning abilities and interests, versus those which seldom use and interests, versus those which seldom use computers or in a way that matches the teacher's computers or in a way that matches the teacher's traditional pedagogy, we see a discrepancy between traditional pedagogy, we see a discrepancy between the impacts on children's learning. Those students who the impacts on children's learning. Those students who received proper use of technology often outperform received proper use of technology often outperform their counterparts from the traditional classroom their counterparts from the traditional classroom setting.setting.

Page 61: Games for Learning

Studies Show…Studies Show…

“Video games elicit powerful emotional reactions in their players, such as fear, power aggression, wonder, or joy. Video game designers create these emotions by a balancing a number of game components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other players”. MIT Study

Bowman suggests that educators could use video games as a model for improving learning environments, by providing clear goals, challenging students, allowing for collaboration, using criterion based assessments, giving students more control over the learning process, and incorporating novelty into the environment.

Page 62: Games for Learning

Gaming ChecklistGaming Checklist

How to know the game/software is a good resource to How to know the game/software is a good resource to teach your students:teach your students:

1) Age appropriate1) Age appropriate 2) Connects to the curriculum 2) Connects to the curriculum 3) Child control 3) Child control 4) Clear instructions4) Clear instructions 5) Expanding complexity5) Expanding complexity 6) Independent exploration6) Independent exploration 7) Process orientation7) Process orientation 8) Real-world representation 8) Real-world representation 9) Technical features 9) Technical features 10) Trial and error 10) Trial and error 11) Visible transformations 11) Visible transformations 12) Staying power12) Staying power 13) Bells and whistles 13) Bells and whistles