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Published byJudith Horton Modified over 9 years ago
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Presented by Ann Crewdson for The CSLA Conference November 22, 2008
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By the end of the presentation, you will have: Identified a useful method for evaluating video games for educational content. Learned about why engaging children with digital content is important. An understanding on why using electronic resources is a powerful way to teach children effectively, in classrooms.
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Formerly Notables, Established: January 1987. Transformed: February 2007. Chair + 5 Term: Fall, 2 year Committee Charge, Terms and Criteria for Evaluation:
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(Scope): Birth to 14 years old. “To select, annotate, and present for publication, within the criteria and procedures established for selection, a biannual list of exemplary computer software and multi-platform media currently available. To define and develop guidelines and criteria for the evaluation of interactive software and electronic media.”
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Content must be enhanced by the use of the graphics Games should be user-friendly Ease of use Educational and entertaining Age-appropriate Collaborative play
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KONAMI Playground Big Brain Academy: Wii Degree Animal Genius Nancy Drew PC Series
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Challenge Frustration Boredom Game Flow Time Difficulty “Flow”
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Alphabet Circus and Dinosaur Shapes & Colors Children refine motor skills Letter knowledge Primary colors Reinforce letter, color, and shape recognition
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Activities to improve brain stimulation Puzzles are both visual and audio Thinking, memorization, computation, analysis, and identification Challenge friends Socialization
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Ages: K-2 -- Motivates learners toward goals and learning experiences. Vocabulary Building, Life-Science Concepts, Sorting/Matching/Categorization Skills acquired can be carried forth in new games or applied to real world contexts
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Requires active problem solving Encourages nonlinear and higher order thinking Develops sequential, logical, reading and organizational skills
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6 Roadmaps + Executive Summary ◦ Instructional Design ◦ Question Generation & Answering Systems ◦ Simulations and Exploration Environments ◦ Learning Modeling & Assessment ◦ Building & Maintaining Learning Systems ◦ Games for Learning Multi-disciplinary, multi-year effort ◦ Input from over 100 learning science and computer/information science researchers from academia, industry, DoD, other gov’t ◦ 3 multi-day workshops ◦ Numerous interviews ◦ Detailed description of research priorities, R&D chronology, metrics LS&T Roadmaps
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Technology Can Make Learning: More productive (quicker mastery, better retention) More compelling More personal More adaptable to local needs More accessible Source: Bloom et al., current technology data from Fletcher (IDA)
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1.Immune Attack: basic immunology education for high school (NSF) 2.Discover Babylon: humanities for 8-14 year-olds in classrooms and museums (IMLS)
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Immune Attack Goals: Teach basic immunology concepts Create a more positive attitude towards biology Help teach young adults to choose better life-style behaviors to protect themselves from infection Expose young adults to the exciting fields of healthcare and biosciences Features: Navigate realistic, biologically accurate settings Explore human body environments, including blood vessels and connective tissue Explore cell structures and teach behaviors using game-based controls Defeat invading bacteria to prevent infection
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Highly motivating challenges Embedded assessments Scaffolding Question Generation and Answering Simulated environments that allow players to build, experiment, operate equipment, explore Collaboration
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Goals: Engage learners, ages 8 – 14, in challenges and mysteries that can only be solved by understanding the origins of writing and the path from pictures to phonetics Mesopotamian society, business practices, and trade Demonstrate new ways to reassemble artifacts and knowledge about them now spread across many different museum and library collections Features: Accurate historical and scientific information 3D photorealistic simulations of cities & temple complexes that allow open-ended exploration and discovery Contextualization of museum artifacts used by characters in virtual environments Compelling, age-appropriate challenges and assignments
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Games support: Active learning Experiential learning Problem-based learning Immediate feedback Learner-centered learning Games support: Active learning Experiential learning Problem-based learning Immediate feedback Learner-centered learning
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Form Partnerships Youth Advisory Look in your own backyard Continue to do Research
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Never doubt that a small group of thoughtful committed people can change the world: indeed it's the only thing that ever has! -Margaret Mead
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Ann Crewdson Children’s Section Supervisor Issaquah/Sammamish Libraries King County Library System crewdson@kcls.org Angelique Kopa Materials Selection, Librarian Harford County Public Library kopa@hcplonline.info Michelle Roper Director, Learning Technologies Federation of American Scientists mroper@fas.org
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