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Gaming & Pearson Education
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Gaming Research & Development http://edtech2.boisestate.edu/mattarnetoj/502/co nceptmap.htmlhttp://edtech2.boisestate.edu/mattarnetoj/502/co nceptmap.html
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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
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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
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Product Integration & Marketing http://elianealhadeff.blogspot.com/2008_06_01_ archive.htmlhttp://elianealhadeff.blogspot.com/2008_06_01_ archive.html
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Virtual Courses - Personal Avatars and a continual project theme are used throughout the learning modules
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NovaNET - pre and acquired knowledge assessed for modular advancement; flags & stars awarded for results
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WriteToLearn - provides color coded scoreboard to track the road to mastery
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*Watch Learn Practice *Play/Perform ELLIS follows the natural pattern of language acquisition ObserverParticipant ELLis Instructional Design * Elements of Game Theory
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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)
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Historical View of Implementation
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