In the second video I
found it so surprising that he mentioned the game Where in the World is Carmen
Sandieago. My mother bought this game for me when I was a little girl and I
would play it all the time it was so much fun and I was learning new stuff. I
remember discovering a new fact or mission and running and telling my mom about
it – actually much of what I remember about history is from this game. Parents,
teachers, and kids all agreed that video games were great and that was 1987. The
idea that attention problems are in fact related to the fact that are world is
too slow for our students today because they are not using the type of
multitasking skills that they are using when they are playing video games. I
believe this too be a provable statement, because I can see the differences in behaviour and work ethic in many of my classes when I allow educational games
and the students are watching the projector, listening to me, and doing the
work as they are.
3 neat things I learned:
- Playing complex video games actually increases your brain matter, thus making you smarter. And that the IQ is rising and in the US it is about .363 per year. This started in the 1990’s around the same time as video games.
- Gerneation G main focus is on video games or video game like experiences.
- Where in the World is Carmen Sandieago was one of the 1st educational games that teachers, students, and parents all agreed was ok to be played.
1 question that I have:
I think that creating your
curriculum to be a video game is a great idea. But I teach an elective class –
how do I create a game that can cover all of my CSOs with only 1 hour planning
a day? Is there a way to modify the curriculum to be in a game without spending
hours behind a flash program? If there is I am highly interested in learning
how to do this.
Gameification does necessarily mean you have to design a video game to cover all your CSO's. I think it is more about managing your classroom so that is more collaborative, involves team work, allows students to work at their own pace to move up levels, get rewarded for their effort, and receive just in time support so they can experience success in the classroom.
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