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