Gaming & Pearson Education. Gaming Research & Development nceptmap.htmlhttp://edtech2.boisestate.edu/mattarnetoj/502/co.

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Presentation transcript:

Gaming & Pearson Education

Gaming Research & Development nceptmap.htmlhttp://edtech2.boisestate.edu/mattarnetoj/502/co nceptmap.html

Gaming & Simulation Research has been in existence since the existence of formal education (Ruben, 1999) As drastic advancements have been made over the past 50 years the potential application of gaming & simulations have skyrocketed

Gaming Industry Grew Separate of the education system The role of gaming in education was limited to practice of skills only Limited classroom technology made the development of educational games not financially beneficial for education publishers

Product Integration & Marketing archive.htmlhttp://elianealhadeff.blogspot.com/2008_06_01_ archive.html

Virtual Courses - Personal Avatars and a continual project theme are used throughout the learning modules

NovaNET - pre and acquired knowledge assessed for modular advancement; flags & stars awarded for results

WriteToLearn - provides color coded scoreboard to track the road to mastery

*Watch Learn Practice *Play/Perform ELLIS follows the natural pattern of language acquisition ObserverParticipant ELLis Instructional Design * Elements of Game Theory

Why Advance our Efforts? Our Division Goal: To provide high quality and engaging digital curriculum to secondary educational institutions. –Engagement requires an inherent connection with student learners. As the learners change are strategy must change to meet their needs (Squire, 2002). –There is a growing demand for educational games that are content rich and pedagogically sound (Squire & Jenkins, 2003)

Historical View of Implementation