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Reading, Writing, & Playing
Kari K. Eliason
“If there is a crisis in today’s schools, it
probably has more to do with students’
perceptions that school is boring and largely
irrelevant to preparation for life outside
school” (Howe & Strauss,2006).
Digital Natives are
  young people born
during the mid-eighties
       and after :
Digital Natives don’t look
     at computers as
        technology
Like to work in teams
Want activities that
include experimentation
       & structure
Don’t think there is
enough technology
     in school
Why Game?
Video games develop
 spatial reasoning &
  interface literacy.
“Surgeons who played video games for
   three hours a week performed 27
  percent faster and made 37 percent
  fewer errors than those who didn’t
 play video games (Neiburger , 2007).
“Learning isn’t
about memorizing
isolated facts.
  It’s about
connecting and
manipulating
them.”
“Kids often say it doesn’t feel like
     learning, when they are
 gaming, they’re too focused on
            playing. “
“If kids said that about a
science lesson , our
country’s education
problems would be over”
(Gee,2003).
Generation FIT
(Fitness, Integration, and Training is
a program with 200 West Virginia
schools participating. The purpose is
to include daily fitness in school
routines where budget cuts have
eliminated gym classes. The
program incorporates the use of the
game Dance Dance Revolution
(O’Hanlon,2007).
FIT creator Judy Shasek states, “Schools that
have implemented Generation FIT report:
      an increase in student participation
      a drop in absenteeism
      a positive change in general attitude
      an increase in motor skills and
      coordination“ (O’Hanlon,2007, para.23).
Clark and Ernst
(2009) explain that
scientists look at
gaming as a way to
engage students in
learning on their
own.
The Federation of American
Scientists which often is
involved in matters
concerning nuclear weaponry
and government secrecy
indicate that they believe
gaming could redefine
education.
The River City
Project, funded by
the National Science
Foundation is a
simulation game
that places heavy
emphasis on math
                       This is a screen shot from the River
and science            City Project webpage:
                       http://muve.gse.harvard.edu/rivercity
principles.            project/
When seventh
grade students
played they
became
innovative and
solved problems
at a high level
(O’Hanlon, 2007).
                    http://muve.gse.harvard.edu/rivercityproject/
“Gaming has the ability to make
learning fun for most students and
increase their
motivation, especially those at risk
of dropping out of school”(Clark &
Ernst, 2009, p.23).
Video Games
Stimulate and Simulate
Engage
     Enrich
       Illuminate
Created by
Kari K. Eliason
Future Gamer
References

Clark, A.C.& Ernst,J.V. (2009, February). Gaming in technology education. The
Technology Teacher, (68)5,21-26. Retrieved March 14, 2009         from Gale
database: http://find.galegroup.com

Gee, J. (2003, May). High score education: games, not school, are teaching kids to
think. Wired, 11(5). Retrieved April 5, 2009 from http://www.wired.co

Howe, N., & Strauss,W. (2006). Millennials and the pop culture. Great Falls, VA:
Life Course Associates.

O’Hanlon, C. (2007). Eat breakfast, drink milk, play Xbox: the daily recipe for
students’ health and fitness is taking on a new ingredient long thought to be
poison: video games. Technological Horizons in Education, 34(4), 34-35.

Neiburger, E. (2007, July). Games …in the library? Video games support  the
curriculum and develop a new form of literacy. Business & Company Resource
Center, 53(7), 28-29. Retrieved April 1, 2009, from Gale. http://
galenet.galegroup.com
quot;Attack Of The Old Joysticksquot;
by Neurowaxx


                                                     Photos from Flickr

                                               Video Controller by Flickr user

                                        Student in Class by Flickr User foundphotoslj

                                            Plugged In by Flickr User SkipSteuart

                                          Surgeons by Flickr User Badly Drawn Dad

                                A shelf full of video games by Flickr User CantonPublicLibrary

                                   Video Games Live Tour- Mario by Flickr User GogDog

                                 ddr - dance dance revolution by Flickr User Homer Library

                                                   Clipart from Microsoft

                                                          Sound
                                               quot;Attack Of The Old Joysticksquot;
                                          by Neurowaxx from http://ccmixter.org

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Reading, Writing, & Playing

  • 1. Reading, Writing, & Playing Kari K. Eliason
  • 2. “If there is a crisis in today’s schools, it probably has more to do with students’ perceptions that school is boring and largely irrelevant to preparation for life outside school” (Howe & Strauss,2006).
  • 3.
  • 4. Digital Natives are young people born during the mid-eighties and after :
  • 5. Digital Natives don’t look at computers as technology
  • 6. Like to work in teams
  • 7. Want activities that include experimentation & structure
  • 8.
  • 9. Don’t think there is enough technology in school
  • 11. Video games develop spatial reasoning & interface literacy.
  • 12. “Surgeons who played video games for three hours a week performed 27 percent faster and made 37 percent fewer errors than those who didn’t play video games (Neiburger , 2007).
  • 13. “Learning isn’t about memorizing isolated facts. It’s about connecting and manipulating them.”
  • 14. “Kids often say it doesn’t feel like learning, when they are gaming, they’re too focused on playing. “
  • 15. “If kids said that about a science lesson , our country’s education problems would be over” (Gee,2003).
  • 16. Generation FIT (Fitness, Integration, and Training is a program with 200 West Virginia schools participating. The purpose is to include daily fitness in school routines where budget cuts have eliminated gym classes. The program incorporates the use of the game Dance Dance Revolution (O’Hanlon,2007).
  • 17. FIT creator Judy Shasek states, “Schools that have implemented Generation FIT report: an increase in student participation a drop in absenteeism a positive change in general attitude an increase in motor skills and coordination“ (O’Hanlon,2007, para.23).
  • 18. Clark and Ernst (2009) explain that scientists look at gaming as a way to engage students in learning on their own.
  • 19. The Federation of American Scientists which often is involved in matters concerning nuclear weaponry and government secrecy indicate that they believe gaming could redefine education.
  • 20. The River City Project, funded by the National Science Foundation is a simulation game that places heavy emphasis on math This is a screen shot from the River and science City Project webpage: http://muve.gse.harvard.edu/rivercity principles. project/
  • 21. When seventh grade students played they became innovative and solved problems at a high level (O’Hanlon, 2007). http://muve.gse.harvard.edu/rivercityproject/
  • 22. “Gaming has the ability to make learning fun for most students and increase their motivation, especially those at risk of dropping out of school”(Clark & Ernst, 2009, p.23).
  • 24. Engage Enrich Illuminate
  • 25.
  • 26.
  • 27. Created by Kari K. Eliason Future Gamer
  • 28. References Clark, A.C.& Ernst,J.V. (2009, February). Gaming in technology education. The Technology Teacher, (68)5,21-26. Retrieved March 14, 2009 from Gale database: http://find.galegroup.com Gee, J. (2003, May). High score education: games, not school, are teaching kids to think. Wired, 11(5). Retrieved April 5, 2009 from http://www.wired.co Howe, N., & Strauss,W. (2006). Millennials and the pop culture. Great Falls, VA: Life Course Associates. O’Hanlon, C. (2007). Eat breakfast, drink milk, play Xbox: the daily recipe for students’ health and fitness is taking on a new ingredient long thought to be poison: video games. Technological Horizons in Education, 34(4), 34-35. Neiburger, E. (2007, July). Games …in the library? Video games support the curriculum and develop a new form of literacy. Business & Company Resource Center, 53(7), 28-29. Retrieved April 1, 2009, from Gale. http:// galenet.galegroup.com
  • 29. quot;Attack Of The Old Joysticksquot; by Neurowaxx Photos from Flickr Video Controller by Flickr user Student in Class by Flickr User foundphotoslj Plugged In by Flickr User SkipSteuart Surgeons by Flickr User Badly Drawn Dad A shelf full of video games by Flickr User CantonPublicLibrary Video Games Live Tour- Mario by Flickr User GogDog ddr - dance dance revolution by Flickr User Homer Library Clipart from Microsoft Sound quot;Attack Of The Old Joysticksquot; by Neurowaxx from http://ccmixter.org