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Adult Edutainment

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Title: Adult Edutainment


1
Adult Edutainment
  • Mona Rae Baroody

2
Introduction
  • My interest and qualifications
  • Importance of Self-Education for Adults

3
Topics of Discussion
  • Definitions
  • History of Adult Education and Video Games
  • Present Use of Edutainment
  • The Future

4
Definitions
  • Video Game Interactive, digital interface that
    provides entertainment through the use of story,
    graphics, and sound, to stimulate the user.
  • Educational Game intentional learning tool
    when rules governing its play demand the
    development and use of educationally valuable
    skills, the acquisition of important knowledge,
    or the exploration of a worthwhile facet of
    experience. (Lewis, ed., 1993).

5
Definitions
  • Adult Learner Older than average students in
    the setting many and varied life experiences
    more active and internally motivated to learn
    (Snyder Hoffman, 1991 Slotnick, et al, 1993)
  • Learning set of generic, finite behaviors as
    a belief system reflecting and evolving from a
    process of self-initiated learning activity
    (Kasworm, 1983, 1)
  • Adult Education all activities with an
    educational purpose that are carried on by people
    engaged in the ordinary business of life
    (Grattan, 1955, 3) for the purpose of adults to
    live more successfully (Lewis, ed., 1991).

6
History Adult Education
  • Education primarily for adultus
  • Oral tradition prior to formal institutions
  • The American dream
  • Commercial and industrial development

7
History Video Games
  • 1958 MITs Bouncing Ball
  • 1961 Spacewar!
  • 1968 Brown Box
  • 1971 Magnavoxs Odyssey and Arcade Game Computer
    Space
  • 1972 Atari and Activision
  • 1976 Fairchild Camera
  • 1977 Apple II
  • 1984 Nintendo
  • 1993 Game Boy

8
Edutainment today
  • Statistics from the ESA, 2003

9
Edutainment today
  • Television, museums and science centers
  • Simulationsmilitary and corporate training
  • Childrenthousands of titles
  • Adultstens of titles

10
The future
  • Popular sites for download and online playing
  • Online newspapers and journals
  • Game consoles and PCs
  • Political Sims and Virtual Adventure

11
Conclusion
  • The children of yesterdays market are adults
    today
  • Results of Education

12
Citations
  • Essential Facts about the computer and video
    game industry 2003 sales, demographics, and
    usage data. Interactive Digital Software Assn.
    http//www.theesa.com/
  • Kasworm, C. E. (1983). An examination of
    self-directed learning contracts as an
    instructional strategy. Innovative higher
    education, 8(1), 45-54.
  • Lewis, L., ed. (1986). Experienctial and
    simulation techniques for teaching adults. San
    Francisco Jossey-Bass Inc.
  • Slotnick, H. B., Pelton, M. H., Fuller, M. L.,
    Tabor, L. (1993) Adult learners on campus.
    London The Falmer Press.
  • Snyder, T. D., Hoffman, C. M. (1991). Digest
    of educational statistics 1990. Washington
    National Center for Educational Statistics.
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