This presentation is part of a project for a class I am participating in at FSU's college of Inormation. It is designed to encourage administrators and educators to consider atdding gaming to the school curriculum.
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).
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).
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).
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