Video Games, Virtual Environments & Higher Education Joanna S. Robinson www.JoannaSRobinson.com SOCC38H3 Gender & Higher Education University of Toronto,

Slides:



Advertisements
Similar presentations
Silicon Valley Math Initiative Professional Development Series
Advertisements

Creating the Map To Set the Direction. Educational Positioning System (EPS – a play on GPS)
The Core Principles of Media Literacy Education
Integrating Educational Technology into the Curriculum
International Plekhanov Conference Research of Successful Communications Planning; Team Restructuring.
Massively Multiplayer Online Environments Donald Young Joshua Kudla Jerel Tolentino Alyssa Baca Nik Ewing An evaluation on the use of virtual worlds to.
Teens on the Digital Fringes Dr. Lesley S. J. Farmer California State University, Long Beach
Electronic Commerce Group Institute for Software Technology and Interactive Systems Vienna University of Technology Favoritenstraße 9-11/ Vienna.
Kodu Trials Celebration 11 December 2009 Evaluation of the Trials Ian Phillips, I & J Management Services.
Intel® Education K-12 Resources Our aim is to promote excellence in Mathematics and how this can be used with technology in order.
Games & Simulation Used For Education Tina, Seth, Jackie & Lynn.
Rationale for CI 2300 Teaching and Learning in the Digital Age.
VIDEO GAMES Consumption Duke Tomlinson JTC 413. Statistics, Facts and Figures! 69 Percent of American head of households play video games! Average Age.
Week 7 Managing eLearning. “...an approach to teaching and learning that is used within a classroom or educational institution... It is designed to.
A presentation deck for training educators on the Project MASH problem-based learning process Full day version Dig Deeper with Problem-based Learning.
Training Methods Presentation method Hands on method
The Community Café project: language teachers creating and sharing resources online Alison Dickens Subject Centre for Languages, Linguistics and Area Studies.
Does reality TV have a place in ITT? Or I’m a trainee teacher get me out of here!
Digital Literacy NY Why Are We Here?. What is Digital Literacy? Digital Literacy is the ability to use information and communication technologies to find,
Dr Johann Riedel & Prof Kulwant S Pawar Centre for Concurrent Enterprising School of Mechanical, Materials, Manufacturing Engineering & Management University.
Margaret J. Cox King’s College London
Training & Development
21 st Century 2.0 Project Creating a 21 st Century Learning Environment at Hillview School.
 Rigor and Acceleration in World Languages Through Literacy HCPSS World Languages November 24,
Connected Learning with Web 2.0 For Educators Presenter: Faith Bishop Principal Consultant Illinois State Board of Education
RAISING A DIGITAL CITIZEN IN A DIGITAL WORLD Cyber Awareness in the 21 st Century.
Learners’ Attitudes and Perceptions of Online Instruction Presented by: Dr. Karen S. Ivers Dr. JoAnn Carter-Wells Dr. Joyce Lee California State University.
Money Game for Tween Girls: A Game-based design to Support Financial Learning By WILAWAN INCHAMNAN Queensland University of Technology, Australia.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
Inquiry and Investigation. What was the TOPIC? PROBLEM? CIVIC INQUIRY?
Active Learning Curriculum for Excellence Moira Lawson.
Gender, Technology & Higher Education Nov 6 th, 2006.
Introduction to Technology Use in the Classroom Web 2.0 Tools.
Smarter Balanced Assessment System March 11, 2013.
Do video games affect someone’s learning?
8 th Grade Integers Natalie Menuau EDU Prof. R. Moroney Summer 2010.
By Lauren Parks Technology and Young Children Effective Classroom Practice o Infants and Toddlers  Technology Tools and Interactive Media Children should.
AUGMENTED AND VIRTUAL REALITY Group #2, 9-Graham.
1. Where to use Multimedia ? 2  Business  Government  Education  Broadcasting & Entertainment  Research & Development  Health.
CCT300 – Labs Videogames as New Media Week 2. Game studies: Definition: The discipline that studies games, their design, their players and their role.
Integrating Educational Technology into the Curriculum
Using games and simulations for supporting learning Presenter: Hsiao-lan Lee Professor: Ming-Puu Chen Date: 03 / 09 / 2009 de Freitas, S. I. (2006). Using.
What does it take to get a coffee round here? A barista skills training simulation Liz Hilton Learning Technologist Charnwood training group/University.
Christine Yang March 17, As a teacher it is critical for me to demonstrate mastery of technology teacher standards. ISTE-NETS Teacher Standards.
Computing Fundamentals Module Lesson 6 — Using Technology to Solve Problems Computer Literacy BASICS.
Using ICT at English classes
+ Copyright © 2012 by Pearson Education, Inc. All rights reserved. Smaldino, Lowther, and Russell Instructional Technology and Media for Learning, 10e.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
April 25 th Classrooms for the Future Facts 08’  358 High Schools in PA  12,100 Teachers  83,000 Laptops  101 Million Statewide Spent  3.75.
 Gender diversity refers to the variation of genes within a species. The genetic diversity enables a population to adapt to its environment and to respond.
 Training – the process of teaching new employees the basic skills they need to perform their job.  Development – learning that goes beyond today’s.
Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell.
Culminating Project EDUC 3200 Instructional Tech-Media Instructor Brown Presented by: DeShone O. Watson.
  Language learning is a hard task.  They constant effort is required to undesrtand language.  Well-chosen ESL games are very useful.  Games provide.
Delwyn L. Harnisch, University of Nebraska – Lincoln Leslie Lukin, Lincoln Public Schools.
Key Characteristics of Participatory Learning 1. Well Defined Objectives: Participatory learning requires setting, clarifying objectives with the students,
Social Issues in Gaming and Interactive Media D-Term 2005.
Teaching Children About Food Safety Food Safety Professional Development for Early Childhood Educators.
MY TIME, OUR PLACE Framework for School Age Care In Australia Prepared by: Children’s Services Central April 2012 Team Meeting Package.
By Nancy Ghattas S Integral part of children and adult lives Average amount of playing time is around 13 hrs per week Most popular games contains.
ICT in the Foundation Stage © Crown Copyright 2004.
Active Learning in an Interactive Classroom Kurt O’Connor IDT 600 Spring 2012.
School of Teaching & Learning Development Advanced Lecturer in Education: Julie-Ann Stobo BA (Hons)
Methods of Training.
Community Event: Technology Makes a Difference District Educator: Stephanie Allen EDU 620: Meeting Individual Student Needs with Technology Instructor:
Nationally Coordinated Promotion Languages Promotional Materials
1:1 Computing in Model Schools Brunei “21st Century Pedagogies”
The project partners and their types
Presentation transcript:

Video Games, Virtual Environments & Higher Education Joanna S. Robinson SOCC38H3 Gender & Higher Education University of Toronto, Scarborough, November 12 th 2006

Why talk about video games & higher education? The isolated teenage male gamer is a myth… The isolated teenage male gamer is a myth…

“Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses…. Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions…. Playing games is, thus, an ideal form of preparation for the workplace of the 21st century, as some forward-thinking firms are already starting to realise.” – The Economist, August 4, 2005

“By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, of game play, ignoring important educational potentials of gaming.” ignoring important educational potentials of gaming.” - Kurt Squire, MIT

Some research on the use of video games in education A UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002) A UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002) Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004) Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004) A detailed literature review on video games and learning can be found here: A detailed literature review on video games and learning can be found here:

Discourse on games/vr & education… Positives Games can teach/train valuable cognitive and fine motor skills Games can teach/train valuable cognitive and fine motor skills Games can be used to practice teamwork/cooperation (eg. Military training) Games can be used to practice teamwork/cooperation (eg. Military training) Online games can be a positive social experience Online games can be a positive social experience Games can reinforce certain world views Games can reinforce certain world viewsNegatives Games can reinforce certain world views! Games can reinforce certain world views! E.g. Violence, Sexism, Racism, Heterosexism Addiction Addiction Escapism Escapism Isolation Isolation Anti-Social behaviour Anti-Social behaviour

A Feminist Perspective… Girls and women can benefit from becoming comfortable with video games, as they are introductory to the sphere of technology Girls and women can benefit from becoming comfortable with video games, as they are introductory to the sphere of technology Technology is constructed as ‘for men’ Technology is constructed as ‘for men’ We are living in a time where technological proficiency and having the confidence to try new technologies are important skills We are living in a time where technological proficiency and having the confidence to try new technologies are important skills Online multiplayer games afford online social/virtual communities which can give girls and women social support and connectedness Online multiplayer games afford online social/virtual communities which can give girls and women social support and connectedness Girls and women can explore experiences in online multiplayer games that may not be available or are less available to them in ‘the real world’ – this can be empowering and effect their everyday life ideas about themselves Girls and women can explore experiences in online multiplayer games that may not be available or are less available to them in ‘the real world’ – this can be empowering and effect their everyday life ideas about themselves Games are an ideal environment for collaborative learning and team work (feminist pedagogy) Games are an ideal environment for collaborative learning and team work (feminist pedagogy)

Potential problems with using video games in education Negative perception of video games as ‘just toys’, perpetuating negative ideas and as a waste of time Negative perception of video games as ‘just toys’, perpetuating negative ideas and as a waste of time Need to strike a balance between learning and ‘fun’ Need to strike a balance between learning and ‘fun’ Hardware divide (graphics cards, internet connections) Hardware divide (graphics cards, internet connections) Skills divide (technology is constructed as a masculine domain, slower typists may not be able to keep up with discussions) Skills divide (technology is constructed as a masculine domain, slower typists may not be able to keep up with discussions)

Why use video games in higher education? Makes learning more ‘fun’, a motivator Makes learning more ‘fun’, a motivator Artefact that reflects culture (basis for discussion and analysis) Artefact that reflects culture (basis for discussion and analysis) Simulations Simulations Virtual classrooms (distance learning etc) Virtual classrooms (distance learning etc) (De Aguilera & Méndiz, 2003)

Video games/vr & education examples Sonic’s Schoolhouse Sonic’s Schoolhouse CSI CSI Trauma Center Trauma Center SimSuite SimSuite Virtusphere Virtusphere New Media Consortium in Second Life New Media Consortium in Second Life The Grad Student Colony in Second Life The Grad Student Colony in Second Life

CSI Video Game Series PC & Xbox, several titles in series PC & Xbox, several titles in series Player is a trainee crime scene investigator Player is a trainee crime scene investigator Learns how to analyze crime scenes and use various tools and methods to identify the killer Learns how to analyze crime scenes and use various tools and methods to identify the killer

Trauma Center Video Game Video game made by Nintendo Players care for patients and can carry out various operations and treatments Teen target market Game designed for entertainment, not teaching

SimSuite – Medical Simulation Environment “The SimSuite Education System incorporates state-of- the-art interactive simulation technology that provides “hands on” reality without risks to patients”. “The SimSuite Education System incorporates state-of- the-art interactive simulation technology that provides “hands on” reality without risks to patients”. Computer program linked to a simulated operation room and patient Computer program linked to a simulated operation room and patient Currently in use in the US Currently in use in the US

The VirtuSphere The VirtuSphere system consists of a large hollow sphere that sits on top of a base that allows the sphere to rotate 360 degrees. Wearing a wireless, head-mounted display, users can step inside the sphere to fully interact in immersive virtual environments. VirtuSphere is marketed to target customers including: - Military, law enforcement, homeland security agencies and “first responders” (for simulated training exercises) - The electronic gaming industry (as the ultimate setting for immersive gaming) - Health clubs and athlete training - Education and museums - Architects, real estate professionals and others who can use virtual walk throughs as a powerful way to present plans

The New Media Consortium in Second Life The New Media Consortium (NMC) is an international not-for-profit consortium of nearly 200 leading colleges, universities, museums, corporations, and other learning-focused organizations dedicated to the exploration and use of new media and new technologies. The New Media Consortium (NMC) is an international not-for-profit consortium of nearly 200 leading colleges, universities, museums, corporations, and other learning-focused organizations dedicated to the exploration and use of new media and new technologies. NMC has a campus in Second Life (a VR environment program), where members can hold classes, have meetings and conduct experiments/research NMC has a campus in Second Life (a VR environment program), where members can hold classes, have meetings and conduct experiments/research

The Second Life Grad Student Colony (First Life) Graduate students meet regularly to discuss their research (First Life) Graduate students meet regularly to discuss their research They collaborate, share ideas and resources and have guest speakers They collaborate, share ideas and resources and have guest speakers

More images of Second Life & Education… More images of Second Life & Education… GNWC’s Virtual Centre for Digital Media in Second Life GNWC’s Virtual Centre for Digital Media in Second Life

Conclusions Video games, simulations and virtual reality are in their infancy Video games, simulations and virtual reality are in their infancy As technology advances further, we will have more opportunities and ways to use it for teaching and learning As technology advances further, we will have more opportunities and ways to use it for teaching and learning Unstructured environments and structured environments can serve different teaching/learning purposes Unstructured environments and structured environments can serve different teaching/learning purposes Video games should be valued and perceived as a technology/medium that can go far beyond its entertainment roots Video games should be valued and perceived as a technology/medium that can go far beyond its entertainment roots

For thinking about on the blog: Design an Educational Game Assume you have plenty of $$ in your game production budget! In your game design team, come up with the following: General Game concept General Game concept Game type – Single/Multiplayer/Massively Multiplayer, PC/Console/Mobile Game type – Single/Multiplayer/Massively Multiplayer, PC/Console/Mobile Game Objectives – What do you do in this game (short term goals)? What are you working towards in this game (long term goals)? Game Objectives – What do you do in this game (short term goals)? What are you working towards in this game (long term goals)? Inclusive Game design – How will you make the game accessible to a diverse audience? (Think about gender, race, sexuality, literacy, technical skills, different types of learners) Inclusive Game design – How will you make the game accessible to a diverse audience? (Think about gender, race, sexuality, literacy, technical skills, different types of learners) Benefits - How will the game aid in teaching/learning? What skills will it help players to learn/practice? Benefits - How will the game aid in teaching/learning? What skills will it help players to learn/practice?

Further thoughts for discussion: Video Games in your class? How would you feel if you had video games/VR in your classes? How would you feel if you had video games/VR in your classes? How do you think it could fit into/add to your classes? How do you think it could fit into/add to your classes? What might games/VR be able to provide you that is not available/easily done otherwise? What might games/VR be able to provide you that is not available/easily done otherwise? What might be some potential constraints/obstacles? What might be some potential constraints/obstacles?

Thankyou… Contact info: Joanna S. Robinson MA Candidate in Popular Culture Brock University