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Video Games

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Title: Video Games


1
Video Games
  • Reinventing the Traditional Education System
  • By April Bandell, Meghan Bloomer and Kathryn
    Grimm

2
Abstract
  • So, whats this all about?
  • Teachers are turning to video games to help teach
    in the classrooms.
  • Whether its for history, gym, health or science,
    video games are extremely effective tools in
    classrooms.

3
Why Video Games
  • Games are personalized, interactive, engaging and
    challenging
  • Games are educational because they allow students
    to gain hands-on experience while having fun
  • Video games can move the education system beyond
    traditional academic disciplines

4
Do you remember playing
  • Carmen Sandiego!
  • Carmen Sandiego Math Detective allows students to
    use math skills to help Carmen accomplish certain
    goals
  • Where in the World is Carmen Sandiego is a long
    time loved educational video game that teaches
    geography, agricultural knowledge and history
  • Why are games like these so effective?
  • Students learn without actually thinking they
    are learning

5
Video Games Save Money?!
  • This fact is surprise but true.
  • Think about your seventh grade frog dissection
  • The costs and time consumption of tradition frog
    dissections outweigh its benefits
  • There is a better way BioLab Frog

6
Gym Class Hero
  • Video games are saving gym classes all around the
    nation
  • Dance Dance Revolution is getting thousands more
    children involved in physical activity than
    before with tradition physical education
  • By the end of the decade, DDR will be in about
    1500 schools around the nation
  • DDR appeals to a wider range of students

7
The Moral of the Story
  • Video games are extremely effective in classrooms
    and are being used more and more every year.
  • The main priority of schools is to teach and if a
    video game can help, why not spread the joy.

8
Bibliography
  • Bruin, Klass (1980). Simulation/gaming in
    education some thoughts on schools, play and
  • reality. In Betty Hollinshead and Mantz Yorke
    (Eds.), Perspectives on academic
  • gaming and simulation 6 (pp. 131-137). London
    Kogan Page Limited.
  • Dawson, Kara Kovalchick, Ann (Eds.) (2004).
    Simulation and gaming. In Education
  • and technology. (Vol. 2, pp. 515-521). Santa
    Barbara, CA ABC-CLIO, Inc.
  • Dowsey, Mike (1974). Computer simulation of
    laboratory experiements. In Jacquetta
  • Meyarry (Ed.), Aspects of simulation and gaming
    (58-62). London Kogan Page
  • Limited.
  • Fishman, Eli. "E-OneRoom Schoolhouse Adapting to
    the New Kids." Online Submission (2007) 1-13.
    ERIC. EBSCO. 25 Nov. 2007.
  • Gee, James P., Richard Halverson, Shaffer W.
    David, and Kurt R. Squire. "Video Games and the
    Future of Learning. WCER Working Paper No.
    2005-4." Wisconsin Center for Education
    Research. (2005) 1-13. ERIC. EBSCO. 25 Nov.
    2007.
  • Kraft, Eva (1972). Educational games for the
    primary school. In Jacquetta Meyarry (Ed.),
  • Aspects of simulation and gaming (pp. 63-65).
    London Kogan Page Limited.
  • Only the Best (1998-1990). BioLab frog. In
    association for supervision and curriculum
  • development (Ed.), The annual guide to the
    highest-rated educational software and
  • multimedia (85). Alexandria, VA Association for
    educational software and
  • curriculum development.
  • Only the Best (1999-2000). Carmen sandiego math
    detective. In association for
  • supervision and curriculum development (Ed.),
    The annual guideto the highest- rated
    educational software and multimedia (86).
    Alexandria, VA Association for
  • supervision and curriculum development.
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