The document discusses how online games can be used for learning. It argues that games facilitate the development of 21st century skills like problem-solving, decision-making, teamwork and communication. Specifically, social play in games is good for learning as people often learn without meaning to in social contexts. While games are often played for fun, they provide opportunities for informal learning of important skills. The document suggests online games and virtual worlds could become mainstream platforms for learning.
18. We most
often learn
without
meaning to…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
19. Social play is
particularly
good for
learning…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
20. Even single
player games
are often
played
cooperatively
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
21. Because
games have
always been
primarily
social…
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
22. Can games
help us develop
so-called 21st
century skills? Soft skills, emotional
intelligence, enterprise skills
Problem-solving, decision-
making, team-work,
communication,
collaboration, managing self,
information literacy, relating
to others
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
23. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
24. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
25. Dede’s critical skills
How can
online games Manage information
facilitate 21st
century skill Comfort with diversity
development? Thrive on chaos
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
26. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
27. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
28. Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
29. Will online games/virtual
worlds become
mainstream activities?
To ponder… Will we all inhabit a variety
of worlds?
Might our educational
system develop an
appreciation for informal,
collateral learning?
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
30. Galarneau, Lisa and Melanie Zibit. (In
Press)
The future is written in the present: Online
Much, much games for 21st century competency. In
more in Games and simulations in online learning:
Research and development frameworks.
forthcoming David Gibson, Clark Aldrich, Marc Prensky
(Eds.)
book chapter!
Draft available at:
http://lisa.socialstudygames.com/
Galarneau_Zibit_OnlineGames.pdf
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning
31. QUESTIONS?
Vintage Images from Tales of Future Past: http://davidszondy.com
Online Games for Learning 2006 Illinois Online Conference for Teaching and Learning