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Celeste Okwe, Yeti Mallavi, and Sophia Davoli. Outline Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses.

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Presentation on theme: "Celeste Okwe, Yeti Mallavi, and Sophia Davoli. Outline Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses."— Presentation transcript:

1 Celeste Okwe, Yeti Mallavi, and Sophia Davoli

2 Outline Why we picked this topic? Introduction to Simulations, Games, and Virtual Worlds. Strengths Weaknesses QEP Competencies & Implementing Endless Ocean into the classroom(Endless Ocean Demo).

3 Why This Topic? Children are technology savvy/digital natives. Research if games, simulations, and virtual worlds could offer fun, but meaningful learning. How to properly integrate these types of technology effectively into the classroom.

4 A Brief Introduction…

5 Simulations Dictionary.com (2012) refers to simulation as the imitation or representation of behaviours, places, and things through an alternative media. In essence, they represent tools that facilitate learning through practice in a repeatable, focused environment.

6 Virtual Worlds According to Dass, Dabbagh and Clark (2010), a virtual world is an interactive environment that is both three dimensional and animated. Users are able to socialize, communicate, experiment and move freely within a created world.

7 Games An engaging interactive learning environment that captivates a player by offering challenges that require increasing levels of mastery. Basic components include: 1) Player Roles, 2) Game Rules, 3) Goals and Objectives, 4) Puzzles or Problems 5) Narrative or Story, 6) Players’ Interactions, 7) Payoffs and Strategies, 8) Feedback and Outcomes (Balasubramanian & Wilson, 2005)

8 Strengths Helps learners understand the world. Allows users to take certain risks without permanent consequences. Allows learners to make connections between what they are learning in school and the real world. Allows them to experience life, social, and career skills. Quest Atlantis: http://atlantisremixed.org/site/view/Educators http://atlantisremixed.org/site/view/Educators Adds an interactive dimension compared to videos, images, and books. Allows for cross-curricular learning.

9 Weaknesses Not always meant for academic learning. Seek out the appropriate games, simulations, and virtual worlds is time consuming. Difficult to evaluate. Fear of some students not participating or cooperating.

10 QEP Competencies (Using Endless Ocean) Mathematics, Science, and Technology o Competency 2: To make the most of scientific and technological tools, objects, and procedures. Cross Curricular o Competency 1: To use Information o Competency 4: To think creatively o Competency 6: To use ICT Essential Knowledge Living things o Matter o Systems & Interaction o Appropriate Language

11 In Conclusion We believe that when used appropriately, games, simulations, and virtual worlds can be very useful in meaningful learning within the classroom.

12 Bibliography


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