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Digital games for education

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Title: Digital games for education


1
Digital games for education
  • Mark Chen
  • Feb 13, 2008

2
Benefits of gaming
  • Promotes problem solving and logic skills
  • Playing good games means recognizing patterns and
    making strategic decisions.
  • Situated experience can be powerful.
  • What transfers though?
  • Embodied narrative

3
Controversies of gaming
  • Violence
  • No conclusive research partly due to
    misunderstanding of games and genres
  • Assumes content or disposition transfer
  • Simple player-game model of experience
  • Addiction
  • Assumes games are valueless
  • Simple player-game model, again

4
Sociocultural model of gaming
  • If gamers are part of a larger cultural
    phenomenon, the source of powerful benefits and
    controversies are tied to cultural practices and
    norms.
  • Collaborative, collective decision making
  • Distributed expertise
  • Danger of dominant norms marginalizing certain
    players

5
Gaming literacy?
  • Participating in a transmedia culture
  • Websites, FAQs, fan fiction and art, wikis,
    digital literacy practices and tech knowledge,
    online communities
  • As with any domain, to be literate means to
    participate (produce, consume, share).
  • Rather than censor or exclude certain cultural
    practices, we should encourage critical thought
    and a sense of self in social contexts.

6
Some good games for classrooms
  • Still, there are definitely some games that are
    better suited for classroom use.
  • PeaceMaker and other games for change
    http//www.gamesforchange.org/main/GameList
  • Animal Crossing
  • Civilization (Kurt Squire)
  • SimCity (Cole and 5th D stuff)
  • Darfur is Dying http//www.darfurisdying.com

7
Resources
  • Jim Gee interview http//chronicle.com/colloquyli
    ve/2003/08/video/
  • Orange County DoE video on games for education
    http//www.seriousgames.org/archives/000199.html
  • Marks essay on pros and cons of gaming
    http//markdangerchen.net/2007/06/04/exam-question
    -1/
  • Marks essay on games for learning
    http//markdangerchen.net/2007/06/04/exam-question
    -2/
  • A response to the New Atlantics take on video
    games http//infocult.typepad.com/infocult/2005/0
    8/new_atlantis_gr.html
  • Games Learning Society conference
  • An example of New Games Journalism
    http//www.alwaysblack.com/blackbox/bownigger.html

8
Class agenda
  • Discuss the Gee articledo you agree with his
    premises or not? Explain.
  • Describe your experiences playing digital games
    from the past week.
  • What decisions did you have to make?
  • Were the games difficult to get into?
  • What are the issues with the games you played
    this past week (not all digital games in
    general)?
  • Think about the written texts in the games you
    encountered. Do you think there is value in the
    texts for helping students increase their
    traditional literacies (reading, writing)?
  • Talk about the social nature of gamesdo you feel
    the games you played encouraged cooperation,
    competitiveness, social interaction, etc.?
  • What were the stereotypes visible in the games
    you played?
  • Short presentation/summary
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