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1. Using EVERYDAY Social Networking & Video Games in Learning Liz Kolb, Ph.D. University of Michigan Madonna University elikeren@umich.edu http://cellphonesinlearning.com http://tiny.cc/ekolb (Presentation) Liz’s Business Card: Send a new text to: 50500 In message: kolb http://contxts.com
3. Why Social Networking in learning? Creating Positive Digital Footprints 53% of Employers Check Social Networking Sites For Potential Job Candidates Showing students “how to set up or clean up profiles” Communicate with MOST students Communicate with SOME parents Engage students by using a student technology “toy” and turning it into a learning “tool”!
4. Social Networks Have Educational Benefits http://www.youtube.com/watch?v=0tQH1nyrJG0&feature=channel
10. More Examples of TWITTER in Education Twitter Stories by Elementary Students http://twitter.com/manyvoices High School English Teacher’s Office Hours http://twitter.com/MrWilsonBDHS Social Studies: Follow members of Congress https://valtsvirtual.wikispaces.com/American+Government English Twitter Assignment: http://classblogmeister.com/blog.php?blogger_id=22572 Gater Radio on Twitter: http://gatorradio.blogspot.com/
24. MAC Alum Facebook Prof. Network UofM Secondary MAC Professional Networking Group
25. Applications on FB for Learning Polling Connect with Native Speakers in Languages or Language Exchange with Other FL Students Manage Books that students read Create Flash Cards Citation help Organize class work Learn about Middle Ages with KNighthood Study group Organization Math challenge Conduct online courses Homework Help Group Calendars Record Class Lectures and Post to FB Make a Quiz
26. Start a business or support a business Students can create their own business and market via Facebook. Students can team with a local business and market the local business. http://www.interactiveinsightsgroup.com/blog1/facebook-for-business-superguide/
29. Why Video Games? Games teach skills that employers want: analytical thinking, team building, multitasking and problem-solving under duress. Unlike humans, the games never lose patience. And they are second nature to many kids. There's already an audience; more than 45 million homes have video-game consoles. At-Risk students have shown to benefit from building their own video games
30. Research on video games in education Simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002) Doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004) A detailed literature review on video games and learning can be found here: http://www.futurelab.org.uk/research/lit_reviews.htm
31. Video Gaming Statistics 97% of Teens (12-17) play video games 50% said they played “yesterday” 86% play on Consoles 73% play on computers 60% play on portable devices 48% play on cell phones
32. 80% of Teens play at least 4 different genre of games 74% play racing games (NASCAR) 72% play puzzle games (Tetris) 68% play sports games (Madden) 67% play action games (Grand Theft Auto) 66% play adventure games (Legend of Zelda) 61% play rhythm games (Guitar Hero) 59% play strategy games (Civilization) 49% play simulation games (Sims) 36% play role playing games (Final Fantasy) 10% play Virtual Worlds
33. Majority of Popular Games are NOT Violent Guitar Hero Halo 3 Madden NFL Solitaire Dance Dance Revolution Madden NFL 08 Tetris Grand Theft Auto Halo The Sims * Games in red are considered “Violent”
34. 1st National Survey on Video Games and Learning (2008) Virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx
35. Teens Encounter both pro-social & anti-social behavior while gaming 78% report they frequently see other players being kind or helpful to those who are gaming 63% report seeing or hearing “people being mean or overly aggressive while playing” 49% report seeing or hearing “people being hateful, racist, or sexist” while playing
36. Teen Gaming is Social 76% play games with others at least some of the time 65% play with other people in the room with them 27% play with others via the Internet 49% play with people they know offline 27% play with friends they have met online 23% play with both offline friends and online friends
37. Parents 55% of parents say they “always” check a game’s rating before letting their kids play 90% of parents say they always know what games their children play 31% say they always or sometimes play games with their children. 62% of parents say video games have NO effect on their children. 19% say video games have a positive influence on their children 13% say video games have a negative influence on their children 5% say video games have both positive/negative influences depending on the game.
38. Study Findings: Civics Civilization IV & Democracy More civic gaming experience=more civic engagement
39. Nintendo DS Some immediate benefits to using DS were: limited or no training needed for teacher or students, networked classroom instantly, learning is transparent, allows for differentiation, teachers can tutor one on one without other students knowing, low cost and multiplayer downloads.
40. How Teacher’s use Nintendo ds student response system, math questions, skill practice, morning warm up, discussion questions during read aloud, finding evidence in the text they were reading, paperless classroom, station work, tutoring one on one, shared learning/instant networking, grammar practice and review.
43. Japan: Wide Use Each DS will feature 60 applications covering kanji, math, civics, physics, and history Will allow students to take tests, do assignments, and hook up to the teacher's DS through wi-fi in order to receive real-time feedback on their work. http://kotaku.com/5284180/nintendo-ds-software-allows-for-classroom-test-taking
44. 2009: the Sacred Heart Senior National School in Ireland decided to use Nintendo DS gaming devices as and aid to teaching math. 3 classes spent 15 minutes a day using two games, Math Training and Brain Training. In 6th grade, relative to their peers, the Nintendo group scored substantially better. Gains were “obvious and significant”. In 5th grade, the average gain in the experimental group was 6 percentile points higher than in the control group. In 4th grade, almost every pupil in the Nintendo group improved their score in comparison with last year – the average increase was more than 10 percentile points. The children who made the greatest gains were those (in 4th class) who had been using the game both in school and at home.
45. Games on DS for Learning Pictochat which is a kind of message room where the children can have conversations in Irish or take part in language quizzes.”
46. Games on DS for Learning Professor Kageyama’sMaths Training Used by the teachers of Sacred Heart Senior National School in Killinarden, the game has been used to help pupils there to improve both their confidence in maths and their test scores.
47. Games on DS for Learning Dr Kawashima’s Brain Training: How Old is Your Brain? This problem-solving game is used by older children in Killinarden and has also been positively reviewed in a study by Learning and Teaching Scotland, in association with University of Dundee.
48. Games on DS for Learning English Training for Nintendo DS Lite Extensively used in German, Japanese and other foreign schools to help students improve their English language skills
49. Games on DS for Learning Professor Layton and the Curious Village Problem-solving game with attractive graphics, recommended by Ban Ryan of Clonlisk National School for use with SEN pupils in particular
50. Example of use http://livefromthecreek.blogspot.com/2009/06/teaching-nintendo-generation-innovation.html
56. Wii in physics class Assist students with solving physics word problems. Students write a five-part physics word problem using specific examples from Wii Play. Use: Wii Tennis or Cow Race Students will figure out the velocity of the ball given a distance and time. They look up the exact specs of a table tennis playing area. Students then connect the velocity problem to an acceleration problem, which then is used to solve a force, momentum, and work problem. Purpose: students gain a better understanding of how physics problems are worded and how to properly set up a difficult word problem. Math skills are reinforced and comprehension skills are improved.
57. Wii in physics class "Project Surf.” Use: Wii Homerun Derby (from Wii Sports) First, a video clip from "Science of Summer" is shown in which we discuss the force of a pitch as it hits the catcher's glove. The Wii is used to have students try to hit pitches (using homerun derby game) The purpose is to show just how fast pitches come in and how a batter's timing needs to be perfect. Students take data in the excel-to-go program on our palm pilots. Students record the time of each pitch and then deduce how to find the velocity, acceleration, force, momentum, and work of the pitch. The unit culminates in May when they attend an Atlantic City Surf game. Students time pitches and enter data in the palm pilots for a pitch-by-pitch analysis of a few innings of the game.