Educational Gaming

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Prelude - Dangerous Business

I. Connectionist and Connectivist Teaching

II. Web 2.0

III. Remix Culture

IV. The Maiming of Copyright (and the Rise of the Creative Commons)

V. Archiving the Web and the World

VI. Subversion of Hierarchy and Loving the Clutter

VII. Learning Ecologies not Learning Management

VIII. Educational Gaming

IX. The Continued Rise of Social Software

X. New Learner/New Teacher

Conclusion: Good Enough is No Longer Good Enough


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Educational Gaming

Educational Gaming

Not Just Tetris

  • Simulators and Simulations (technical, application, social)
  • MMOGs
  • “Social Impact Games” (Prensky)
  • Serious Play” (John Seely Brown)

Correlation Between Learning and Gaming

  • Instantaneous feedback (feedback is the way in which learning takes place).
  • Decisions must come before feedback. Something we don’t do very well in class: requiring frequent decisions.
  • Setting goals is also important. Games always have goals. Game goals are about control, being a hero, or succeeding. We should have similar goals in the classroom.
  • Adaptivity. Games are constantly adapting to help you or to challenge you.

Gaming and Gender

Student Created Games

Links and Resources

Carol’s Notes on WCET Session with Mark Prensky and David Wiley

Bedlam (Early Interactive Fiction Game) http://www.figmentfly.com/bedlam/

Introduction to OOP Through Interactive Fiction http://www.siprep.org/faculty/bphilhour/interactive_fiction.cfm

Download, Compile, and Create an Inform Adventure http://hacks.oreilly.com/pub/h/3869

Using the Unreal Tournament Engine for Education http://edufrag.wikispaces.com/ And the Edufrag Blog http://edufrag.blogspot.com/

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