Celeste Okwe, Yeti Mallavi, and Sophia Davoli. Outline Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses.

Slides:



Advertisements
Similar presentations
Learning at Our primary role has been to help schools, teachers and lifelong learners engage with NLS collections through online resources, workshops and.
Advertisements

The Computer as a Tutor. With the invention of the microcomputer (now also commonly referred to as PCs or personal computers), the PC has become the tool.
Chapter 1 My Role on the Team. Chapter 1 My Role on the Team.
Note: Lists provided by the Conference Board of Canada
Cross-Curricular activity By Carlos Ueno Jacue. School: IES LA VEGA DE SAN JOSÉ Teacher(s): Carlos Ueno / Jerónimo / Margarita Form/N. of students: Up.
Cross-Curricular Teaching EDU 412/413. Overview QEP Competencies What are cross-curricular themes? Two Perspectives Methods for teaching cross-curricular.
Why Inquiry? Inquiry is a process which naturally integrates cross-curricular competencies and the subject areas. Engages learners by making connections.
Christopher Martinelli Theory into Practice.  The academic challenges for ELL students are very real and are magnified by the need for students to learn.
Game-based learning in virtual worlds: benefits and challenges Dr Nicola Whitton Education and Social Research Institute Manchester Metropolitan University.
Facing New Challenges in Learning Paraskeva, Mysirlaki, Papagianni (2009) Multiplayer Online Games as Educational Tools.
Ahmer Iqbal PhD student at Department of Mathematical Information Technology COMAS Graduate School Agora Game Lab.
Chapter 12 Instructional Methods
Who Wants To Be A Millionaire!! The High Pressure, High Tech World of The Stock Market!! The High Pressure, High Tech World of The Stock Market!! Your.
Introduction to Workshop 10 Choosing Learning and Teaching Approaches and Strategies.
Guidelines for Best Practices in Educational Use of Virtual Instrumentation Presentation created by Adina Glava Babeş – Bolyai University of Cluj-Napoca,
Integrating Educational Technology into Teaching Integrating Instructional Software into Teaching & Learning.
Teaching Roles for Instructional Software Nashae Lumpkin.
Building Strong Literacy Skills Using Themes © 2014 Texas Education Agency / The University of Texas System.
Supporting PreK Teachers During Act 3 Implementation.
Creating Significant Learning Experiences L. Dee Fink.
Science Inquiry Minds-on Hands-on.
FTCE 3.3 Identify and Apply Motivational Theories and Techniques That Enhance Student Learning Learning – Relatively permanent improvement in performance.
 Technology is found everywhere. In our homes and all over our communities.  Unfortunately, schools are lagging when it comes to using technology in.
Games in ESL/EFL Classrooms Beit Berl Academic College 2011.
Robert Reid Torri Ortiz Lienemann.  Session I: ◦ Introductions of group members, facilitators, and text ◦ Review format for the book study ◦ Choose partners/small.
1 A proposed skills framework for all 11- to 19-year-olds.
 to get to know the importance of computer games for children;  to learn the types of computer games;  to know the rules or proper playing.
Digital literacy HANA MORAOVA. Outline  What is CALL and MALL  Reasons for application of MALL  21 st century skills  PISA and information literacy.
21st Century Skills Initiatives
Technology in Early childhood education
Educational Services for Individuals with Exceptionalities Adapted Lesson Plan.
Dissertation Theme “The incidence of using WebQuests on the teaching-learning process of English Foreign Language (EFL) for students attending the seventh.
Money Game for Tween Girls: A Game-based design to Support Financial Learning By WILAWAN INCHAMNAN Queensland University of Technology, Australia.
Teaching Learning Strategies and Academic Language
ICT in Primary Language Learning Presentation English Didactics Course Janne Lumme 13th Oct 2004.
Model of Instructional Technology Stuti Garg EDIT 6100 Introduction to Instructional Technology Spring 2007 Instructor: Dr. Michael Law.
PRINCIPAL SESSION 2012 EEA Day 1. Agenda Session TimesEvents 1:00 – 4:00 (1- 45 min. Session or as often as needed) Elementary STEM Power Point Presentation.
Digital Storytelling Information obtained from David Patterson.
Teacher competencies. Professional competence with ICT Draw on appropriate ICT applications to enhance personal and professional effectiveness  Using.
Assessment Formats Charlotte Kotopoulous Regis University EDEL_450 Assessment of Learning.
How to Teach the Values of Fair Play to Young Athletes Best Practice in Informal Education at the Youth Olympic Games EFPM 21 st Fair Play Congress Baku,
NEELB ICT Induction December Course Objectives To provide an overview of Using ICT in the Northern Ireland Curriculum To investigate opportunities.
Building Bridges. After school programs can provide: an environment in which children can practice ways of learning and behaving that will help them succeed.
Key Competencies.
Technology Integration for the New 21st Century Learner.
Technology Integration for the New 21st Century Learner Scratch Projects.
Presenting information visually with an audio component enhances learning and allows each learner to listen to the information repetitively if necessary.
Literacy Coach Training Day 1 August 19, Outcomes Teachers will be able to: Understand their role as skillful collaborators in school settings.
The computer is one of the wonders of human ingenuity.
E-Learning: components of e-learning Mohammed Hassan 1.
TECHNOLOGY INTERGRATION IN EDUCATION
IMPROVING THE TEACHING & LEARNING OF MATHEMATICS, SCIENCE AND ENGLISH LANGUAGE.
CPD 5 part 2: Drama in the Modern Language Classroom MLPSI 2011.
A research and policy informed discussion of cross-curricular approaches to the teaching of mathematics and science with a focus on how scientific enquiry.
General Directions of Contemporary Higher Education Development Lecture 4 (rules and regulations of contemporary education, curricula, the application.
TECHNOLOGY IN THE CLASSROOM Integration of technology in teaching and learning.
Fund our Future Community Center Representative Sheila Johnson EDU 620 Deborah Naughton May 15, 2016.
The audience will be appealed forcing them to participate in the activities that each station has and asking parents to provide succinct expressions.
Introduction to Math Methods Math Standards. Why can math be fun? Math can be fun because… it can have so much variety in topics. many different ways.
Introduction I am interested in applying for the Lead Teacher Position in Third Grade. I hold a Bachelors Degree in Elementary Education with an Emphasis.
Future Educator.  Hello my name is Wendy Warren. I am a mother of three children and a wife going on ten years. I have a strong sense of family and values.
Agenda Instructional software Software Evaluation Project
KA1 “HIGH SCHOOL HIGH TECH SCHOOL OF THE FUTURE” project lasts from August the 1st, 2014 till July the 31st, 2016.
Module 2: Introduction to Using OER for Math Instruction
Digital Games in Early Education. An alternative learning style?
“Because of the children”
Model Types Instructional Decisions Associated Lesson Plans
Current Trends in CLT By Fernanda Munoz.
Pre-k Activities CHD 265 By Najebah Haidary.
Professional Development Session: Development of online Fun learning games for Classroom Assessments in Chemistry.
Presentation transcript:

Celeste Okwe, Yeti Mallavi, and Sophia Davoli

Outline Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses QEP Competencies & Implementing Endless Ocean into the classroom(Endless Ocean Demo).

Why This Topic? Children are technology savvy/digital natives. Research if games, simulations, and virtual worlds could offer fun, but meaningful learning. How to properly integrate these types of technology effectively into the classroom.

A Brief Introduction…

Simulations Dictionary.com (2012) refers to simulation as the imitation or representation of behaviours, places, and things through an alternative media. In essence, they represent tools that facilitate learning through practice in a repeatable, focused environment.

Virtual Worlds According to Dass, Dabbagh and Clark (2010), a virtual world is an interactive environment that is both three dimensional and animated. Users are able to socialize, communicate, experiment and move freely within a created world.

Games An engaging interactive learning environment that captivates a player by offering challenges that require increasing levels of mastery. Basic components include: 1) Player Roles, 2) Game Rules, 3) Goals and Objectives, 4) Puzzles or Problems 5) Narrative or Story, 6) Players’ Interactions, 7) Payoffs and Strategies, 8) Feedback and Outcomes (Balasubramanian & Wilson, 2005)

Strengths Helps learners understand the world. Allows users to take certain risks without permanent consequences. Allows learners to make connections between what they are learning in school and the real world. Allows them to experience life, social, and career skills. Quest Atlantis: Adds an interactive dimension compared to videos, images, and books. Allows for cross-curricular learning.

Weaknesses Not always meant for academic learning. Seek out the appropriate games, simulations, and virtual worlds is time consuming. Difficult to evaluate. Fear of some students not participating or cooperating.

QEP Competencies (Using Endless Ocean) Mathematics, Science, and Technology o Competency 2: To make the most of scientific and technological tools, objects, and procedures. Cross Curricular o Competency 1: To use Information o Competency 4: To think creatively o Competency 6: To use ICT Essential Knowledge Living things o Matter o Systems & Interaction o Appropriate Language

In Conclusion We believe that when used appropriately, games, simulations, and virtual worlds can be very useful in meaningful learning within the classroom.

Bibliography