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12/01/031 Adult Edutainment Mona Rae Baroody. 12/01/032 Introduction My interest and qualifications Importance of Self-Education for Adults.

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Presentation on theme: "12/01/031 Adult Edutainment Mona Rae Baroody. 12/01/032 Introduction My interest and qualifications Importance of Self-Education for Adults."— Presentation transcript:

1 12/01/031 Adult Edutainment Mona Rae Baroody

2 12/01/032 Introduction My interest and qualifications Importance of Self-Education for Adults

3 12/01/033 Topics of Discussion Definitions History of Adult Education and Video Games Present Use of Edutainment The Future

4 12/01/034 Definitions Video Game: Interactive, digital interface that provides entertainment through the use of story, graphics, and sound, to stimulate the user. Educational Game: “intentional learning tool when rules governing its play demand the development and use of educationally valuable skills, the acquisition of important knowledge, or the exploration of a worthwhile facet of experience.” (Lewis, ed., 1993).

5 12/01/035 Definitions Adult Learner: Older than average students in the setting; many and varied life experiences; more active and internally motivated to learn (Snyder & Hoffman, 1991; Slotnick, et al, 1993) Learning: “…set of generic, finite behaviors; as a belief system reflecting and evolving from a process of self- initiated learning activity” (Kasworm, 1983, 1) Adult Education: “all activities with an educational purpose that are carried on by people engaged in the ordinary business of life” (Grattan, 1955, 3); for the purpose of adults to live more successfully (Lewis, ed., 1991).

6 12/01/036 History: Adult Education Education primarily for adultus Oral tradition prior to formal institutions The American dream Commercial and industrial development

7 12/01/037 History: Video Games 1958 MIT’s Bouncing Ball 1961 Spacewar! 1968 Brown Box 1971 Magnavox’s Odyssey and Arcade Game Computer Space 1972 Atari and Activision 1976 Fairchild Camera 1977 Apple II 1984 Nintendo 1993 Game Boy

8 12/01/038 Edutainment today Statistics from the ESA, 2003

9 12/01/039 Edutainment today Television, museums and science centers Simulations—military and corporate training Children—thousands of titles Adults—tens of titles

10 12/01/0310 The future Popular sites for download and online playing Online newspapers and journals Game consoles and PCs Political Sims and Virtual Adventure

11 12/01/0311 Conclusion The children of yesterday’s market are adults today Results of Education

12 12/01/0312 Citations Essential Facts about the computer and video game industry: 2003 sales, demographics, and usage data. Interactive Digital Software Assn. http://www.theesa.com/ Kasworm, C. E. (1983). An examination of self-directed learning contracts as an instructional strategy. Innovative higher education, 8(1), 45-54. Lewis, L., ed. (1986). Experienctial and simulation techniques for teaching adults. San Francisco: Jossey-Bass Inc. Slotnick, H. B., Pelton, M. H., Fuller, M. L., & Tabor, L. (1993) Adult learners on campus. London: The Falmer Press. Snyder, T. D., & Hoffman, C. M. (1991). Digest of educational statistics 1990. Washington: National Center for Educational Statistics.


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