Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell.

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Presentation transcript:

Trends in Computer and Video Games Team members: Jennifer Cohen, Kristi Thorland And Carole Vowell

Introduction Brief evolution of video games How technology is affecting education Semiotic domains Video Games and Learning Demographics Epistemic Games Serious and Engaging Games

Brief Evolution of Games 1975 Pong was released by Atari

Brief Evolution of Video Games Another early game was Pac-Man Released in the 1980’s

Brief Evolution of Video Games 1990’s progressions in graphic technology allowed Isometric and 3 dimensional views

Brief Evolution of Video Games Throughout the 1990’s some very popular games like Civilization II and Diablo used a fixed isometric perspective

Brief Evolution of Video Games 1993 id Software released DOOM –First person shooter game –First person Point of View (POV) –Immersive 3D graphics –Networked multiplayer game –For PC

Technology & Education Today Marc Prensky – Digital natives need to be more engaged in learning James Gee – Today’s students need critical thinking, problems solving skills to compete in the global culture

Education Evolution Video and computer graphics bring new tools and possibilities to educators How do we make these tools work for us?

Education Evolution We identify our audience We identify the strengths of video and computer game environments and apply them to learning environments

Semiotic Domains

Semiotic – the theory of signs and symbolism

Semiotic Domains New learning domains –Include: Words, images, symbols, graphs, diagrams, artifacts, sounds and movement… –These take on meaning individually and in combination –This creates a virtual environment and culture

Semiotic Domains Whether in virtual worlds or in other learning environments –Symbols, images and artifacts have meaning –The meanings must be decoded –Participants must understand the social practices of the environment –Participants must be actively involved in the environment in order to achieve their goals.

Semiotic Learning Domains

Provide participants with opportunities to use strategies, reflection and critical thinking skills Provide today’s digital immigrants opportunities to function on complex levels and become prepared for the global work force

Serious Games Educational Engaging Learning Experiences

Proof of Learning

Collaborative Games

Teams use information from the augmented reality environment in combination with the real environment to develop a collaborative solution to the problem.

Video Games & Learning “Just in time” “Cycles of expertise” Virtual feel Complex systems

Implementation into the classroom Analyze –Learners –Instructor –Environment

Demographics 65% of American households play computer or video games today. Women - 40% of gamers Average gamer - 35 years old, playing for 13 years One out of four is under 18 Half who play video games, years

Princess Zelda from Legend of Zelda series Krela from Knights of the Old Republic II: the Sith Lords

21st Century Workplace Bottom-line oriented Understand power of diversity Thrive on change Learning as fun Marinate on the “edge”