Christopher Cannon EDUC 8841. Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.

Slides:



Advertisements
Similar presentations
The Roles of a Sports Coach
Advertisements

PD Plan Agenda August 26, 2008 PBTE Indicators Track
Wrap-Up: Where we’ve been 3c. Teachers recognize the interconnectedness of disciplines. Vertical alignment Connections among disciplines 3d. Teachers make.
Discipline Training Module By Charlie Howard. Needs Assessment: Teachers are sending students to office for discipline concerns without applying suggested.
Innovation of the SMART Board SMART Interactive White Board.
+ Diffusion of Innovations iPads in the Education by Kristy Burrough Picture taken from
Supporting the Instructional Process Instructional Assistant Training.
Lesson Planning Educ 3100.
How Technology Affects Education. In today’s technology-driven world, there is growing aspiration by both administrators and students to use technology.
Science Inquiry Minds-on Hands-on.
Coaching Workshop.
Christopher Cannon EDUC Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.
Understanding Inclusion Kristin McChesney. Review…  Based on the article, what is the definition – or concept – of inclusion?  The generally accepted.
School’s Cool in Childcare Settings
Stage 1: Need Ability to hand write instead of type Capture signatures electronically Portable touch screen.
Reaching and Preparing 21st Century Learners
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures.
Reflection Journal Librarian: __Pam Panettiere____ Campus: ___Watkins_________________ Date: _09/25/08___________________.
Todd Arends. High School Math High School Media Production High School Business High School Science TeacherBrad LarsonGretchen BruhnMark HulshofDan Dickes.
Websites as Instructional Tools A Website Is A Terrible Thing To Waste Carolynn Mortensen.
Susana Long Case Study: edTPA. Background and Context Information The school: The school a non for profit urban school located in Manhattan, NY. The school.
CIV 1 Lincoln County Administrators Total Instructional Alignment.
School’s Cool in Kindergarten for the Kindergarten Teacher School’s Cool Makes a Difference!
Top 10 Instructional Strategies
 SMART Technologies start off selling projectors. In the early nineties they wanted to create a product that would enable groups to interact and instantaneously.
Effects of Using Classroom-based Physical Activities to Improve Youths Behavior and Ability to Focus Ashley Raymond Clemson University Youth Development.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
A Proactive and Positive Approach to Classroom Management Chapter 1: Vision.
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures at.
Promising practices in Science Education Moyo, P. V. [PhD] Academic Consultant Riverton Academy.
What is Web 2.0? FUN Internet tools, gadgets, websites Easy to use You can generate your own product from these tools!
Company LOGO Supporting Instruction with Digital Media.
Innovation Storyboard Sandra Dykes Multi Presentation.
By: Katie McDermott.  Integrating technology into the classroom is one of the most beneficial learning tools that can be provided to students.  By using.
Analyze Design Develop AssessmentImplement Evaluate.
A Tool for Multisensory Remediation of Dyslexia Linda Hutchison Presenter.
Interactive Whiteboards By Emily Woodward. Definition provide ways to show students any thing which can be presented on a computer's desktop (educational.
Storyboard. Needs Create a electronic tablet that would increase collaboration for learners in primary grades. Create a electronic tablet that can compete.
Technology Integration Plan in Art Education By: Brittany Hauser.
Developmentally Appropriate Practices Cynthia Daniel
Dym San Nicolas Luz Erni Gemma de Guzman. Inquiry-based instruction engages students in the processes of formulating predictions, organizing and interpreting.
Cora Blades EDUC 8841 In the mid 1980's, Nancy Knowlton and David Martin brainstormed ideas that could make presentations, meetings and classroom activities.
Gaming & Pearson Education. Gaming Research & Development nceptmap.htmlhttp://edtech2.boisestate.edu/mattarnetoj/502/co.
The Wiki Web Making Classroom Connections Storyboard by: Marci Vining EDUC 8841 Wikis TeachersStudentsKnowledgeInstructionCreativityContent.
JOT2 – LEARNING THEORIES
Innovation Software Corporation's Cultural Awareness Training Program Presentation by:
Implementing Writing Technology in our Instruction By Judson Smith.
“Teaching”…Chapter 11 Planning For Instruction
NETS.S for Students Victoria Wilson IT Standard 1 Creativity and Innovation Students demonstrate creative thinking, construct knowledge, and develop.
Christopher Cannon EDUC Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense.
Motivating adult learners can sometimes be a challenge. This module will provide you with information on how to design instructional content that will.
Printed by Education Issues Book Presentation Larry, Alison, Amie Wilmington College The book, Crossing Over To Canaan: The Journey.
WHY WERE CLICKERS INVENTED? 1972—Consensor—Bill Simmons – retired IBM Executive. A need to access, evaluate, and extend classroom activities. A need for.
Application of UDL ‘way of thinking’ UDL-PCG Webinar 5 May 6, 2013.
The Wiki Web Making Classroom Connections Storyboard by: Marci Vining EDUC 8841 Wikis TeachersStudentsKnowledgeInstructionCreativityContent.
SMART Board Shauna Cromwell. Need Education Education –People who used SMART technologies early on were mostly educators in need of giving lectures at.
Welcome to Island Ecology for Educators!. “If we are going to save the environment, then we must save an endangered indicator species: the child in nature.”
Mobile Learning. The students of today are technologically savvy and in need of an education that is individualized and geared toward that technology.
 Implementing technology into the classroom to help your students is very important, but designing and implementing assistive technology into the classroom.
The Roles of a Sports Coach Dr. paed. Prakash Pradhan.
No Teacher Left Behind D. Gerald. How would you suggest we, as a nation, provide consistent learning opportunities for teachers and ensure that they are.
Storyboarding- Gamification in Education Palandria Hunt Diffusion and Integration of Educational Technology Dr. Timothy Green.
The SMART Table Rachel Bell Walden University March 31, 2011.
Introducing a new generation of readers for your students
Teaching with Instructional Software
360 Degree Video 5-Minute Prep
Encouraging Appropriate Behavior
School’s Cool Makes a Difference!
360 Degree Video 5-Minute Prep
360 Degree Video 5-Minute Prep
Presentation transcript:

Christopher Cannon EDUC 8841

Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense for the youth of today.

Interactive educational games provide an exciting learning environment and students become enthusiastic and engaged in what they are learning.

 The information I acquired came from an article by Brett Shelton and Andy Walker at Utah State University.  Educational game designers try to mirror commercially successful computer games by offering the challenge, interest, and gratification of standard computer games.

 The designers of educational games include the ability to receive awards and have them taken away. The idea behind rewards being removed are to reinforce correct behaviors and weaken incorrect ones.

 Some educational games that have been designed based on commercially successful games make it difficult for the instructor to guide students through tasks because of the complexity of the game or the unpredictable scenarios of the game.

 Shelton and Walker suggest that all game play activity should be embedded within the game and aligned with the instructional objectives.

 If the proper technology is available, these educational games can be easily implemented.  Commercialization has also been successful due to the popularity and commercial success of games with those under the age of eighteen.

 Educational games have been successfully marketed because of the increased popularity of smart boards and student computers in the classroom.

 Phase 1 : selling the idea This idea of educational games in the classroom must be accepted well among all educators involved. Educators need to acknowledge that games need extra support and cooperation from IT.  Phase 2: Preperation Schools and districts need to dedicate time and money to preparing the classroom environment thoroughly. Administrators must provide support for teachers learning how to operate these games. This support will reduce frustration.  Phase 3: Implementation Teachers need to understand how the activities connect to the standards, what the goals are for the exercise and which students it can benefit the most. Reference: Best Practices for Using Games & Simulations In The Classroom. (2009). Guidelines for K-12 Educators. Retrieved from ormat=raw&Itemid=59

From my research, I have learned that educational gaming began to receive recognition in the early 2000’s. I have not been able to find any definitive information about the adoption of educational games from the early 2000’s to now.

 The 2011 Herizon report stated information about the adoption of these games post  The report predicts game-based learning will be widely adopted by mainstream classrooms within two to three years.  I will continue to conduct further research to have precise dates for the adoption of game-based learning.

 The administrators and teachers would be considered the innovators and early adopters for this innovation.  The administrators are introducing the new technology within the school and providing support to ensure effective use of the technology.  The teachers recognize the excitement and engagement that games provide when incorporated into instruction.

 Some teachers are not enthusiastic to try new things and incorporate new strategies into their instruction. This is especially true about technology innovations.  Sufficient training and support would be required to motivate these teachers to implement the new innovation into their instruction.

 The relative advantage would be one of the most important of Roger’s perceived attributes to demonstrate how the new innovation is more beneficial than any prior to it.  Observability would be an attribute necessary to provide definitive evidence of how effective an innovation is before it can be fully adopted.