Game Technology = Next-Gen Learning. Gaming As a Next-Generation Learning Technology Joel Foreman, Associate Professor, George Mason University NLII Annual.

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Presentation transcript:

Game Technology = Next-Gen Learning

Gaming As a Next-Generation Learning Technology Joel Foreman, Associate Professor, George Mason University NLII Annual Meeting, 2004

Game Technology = Next-Gen Learning Brief history of video game technology Large lecture critique Game based learning Psych 101: The videogame Possibilities and impediments OVERVIEW

Game Technology = Next-Gen Learning

customized immediate feedback constructive persists without coercion builds concepts promotes LTP transfers to everyday life High Yield Learning

Game Technology = Next-Gen Learning One to many Few questions One sensory channel Weak visuals Attention issues Short term memory Expensive Large Lecture Deficiencies

Game Technology = Next-Gen Learning Next-generation Learning

Game Technology = Next-Gen Learning 3D Visualizations

Game Technology = Next-Gen Learning Photorealism

Game Technology = Next-Gen Learning Interactivity

Game Technology = Next-Gen Learning Intelligent Sim People

Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds

= Learning = Learning Station Station Game Technology = Next-Gen Learning Instructional Transformation

Game Technology = Next-Gen Learning Says who?

Game Technology = Next-Gen Learning Possible Course Worlds

Game Technology = Next-Gen Learning Possible Course Worlds

Game Technology = Next-Gen Learning Possible Course Worlds

Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds

Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds active discovery analysis interpretation problem-solving physical activity cognitive processing deeply roots learning neural network

Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1

Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1

Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1

Game Technology = Next-Gen Learning Psych 101: The Videogame Level 2

Game Technology = Next-Gen Learning Psych 101: The Videogame Built in assessment systems

Game Technology = Next-Gen Learning Psych 101: The Videogame BUILDING THE COURSE $10 MILLION Respected SME Instructional Designers Game developers Professional Assessment

Game Technology = Next-Gen Learning Psych 101: The Videogame ADOPTION & LEARNING YIELDS

Game Technology = Next-Gen Learning Psych 101: The Videogame MAKE SOME ASSUMPTIONS Professionally certified Faster and deeper Rave student reviews National publicity Conference demos Mounting demand 100K $100/head

Game Technology = Next-Gen Learning CONTINUOUS IMPROVEMENT CYCLE Economic/pedagogical engine Amortize production cost Annual upgrades

Game Technology = Next-Gen Learning EMERGENCE OF A PICTORIAL CULTURE

Game Technology = Next-Gen Learning