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Study buddycampus
Agenda
Introductions

Research findings

StudyBuddyCampus overview

Feedback from beta study

Next steps in research process
Introductions:

     Cheryl Christensen, Faculty
         Grand Canyon University
      Cheryl.christensen@gcu.edu




                            Pablo Benvenuto, CEO
                      StudyBuddyCampuspablo@stud
                                ybuddycampus.com
Statistical Findings:
 Consumers spent $25.1 billion on video games, hardware,
 and accessories in 2010 ; Twenty-four (24%) of game
 sales was digital content - $5.9 billion
 Seventy-two (72%) of American households play computer
 or video games. (Retrieved 11/10/11 from ESA)
 Today, it is estimated that by the time a student graduates
 from college they will have played 10,000 hours of video
 games (Prensky, 2001, p. 1).
 According to a 2008 Pew study, 97% of youth ages 12-17
 play video games; (Pew, 2008).
Research Challenges:
 Find ways to make innovations (such as games)
 easier for educators to understand and utilize.

 “Determine factors that can assist educators in
 using the technology innovation of computer
 and video games as instructional tools in order
 to improve student achievement” (Ertzberger,
 2008, p. 12).
“Proper balance between education
 and entertainment is necessary to
  optimize game-based learning; a
balance thought to be best achieved
   by combining the expertise of
    instructional designers and
     entertainment designers”
(Hirumi, Appelman, Rieber, and Van Eck, 2010, p. 38)
“Awareness of video games use as
     instructional tools could be
  increased through collaboration.
Teacher’s are encouraged to network
    with other teacher’s to create
  experiences that make them more
 aware of the video game’s potential
          for classroom use”
         (Ertzberger, 2008, p. 117).
One thing games can teach us is
   how to manage assessment
   better…. In games, however,
assessment and learning are tightly
married. Games constantly assess
 player performance and provide
            feedback.
         (Boudreau, 2010, p. 2)
StudyBuddyCampus Overview
Study buddycampus
Study buddycampus
Study buddycampus
Study buddycampus
Study buddycampus
Study buddycampus
Study buddycampus
Beta testing feedback -
Teachers
 hjancoski@sand.cartwright.k12.az.us wrote:

 10/17/11

 “I just wanted to let you know almost all of my
 students that came to parent teacher
 conferences showed off their avatar as a project
 that was important to them :)”
Beta testing feedback -
Teachers
 Irish Dyer irish_anne@yahoo.com 11/9/10
 “Well this website is a fabulous idea. To think I could
 cut the paperwork down and network with other
 teachers so I could actually have some time to plan
 and really teach?!? That is such a simplistic and
 wonderful thing that would save many teachers. I
 wish more administrators would actively understand
 and promote this concept. The quality of teaching
 would have a chance to improve.”
Beta testing feedback -
Teachers
 hjancoski@sand.cartwright.k12.az.us wrote:
 10/17/11

 “I just wanted to let you know almost all of my
 students that came to parent teacher
 conferences showed off their avatar as a project
 that was important to them :)”
Beta testing feedback -
Students
 “Study Buddy is the most awesome site on
 earth”
 “please get some cool clothes nice job with
 the website ;D”
 “New clothes.”
Beta testing feedback -
Students
 “…Make it like a virtual world...... beaches,
 models restaurant....but to do all this you first
 have to answer a question before you do
 anything....But....Different questions each time
 ......and the teachers can look how they are
 doing with the questions it will be something
 they will suggest for her students….we should
 be able to chat... You should do this, KATIE”
Next Steps in Research:
 Add video game API
 Conduct research study - Director of Instructional
 Technology for District and promote a prototype/pilot
 of community; IRB (institutional review board for
 proposed study)
 Collaborate with developers / designers
   Design students create graphic assets for the
   community and build their portfolio
Resources:
References
 Barab, S., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A. Zuiker, S. J., & Warren,
 S. (2009). Transformational play as a curricular scaffold: Using videogames to support
 science education. Journal of Science Education & Technology. (18). 305-320. doi:
 10.1007/s10956-009-9171-5

 Begg, M. (2008). Leveraging game-informed healthcare education. Medical Teacher. (30),
 155-158. doi: 10.1080/01421590701874041

 Boudreau, D. (2010). Video games offer educators lessons in learning. ASU News
 [Business, culture & affairs]. Retrieved from
 http://asunews.asu.edu/20100222_videogaming

 Dieterle, E. & Clarke, J. (in press). Multi-user virtual environments for teaching and
 learning. In M. Pagani (Ed.), Encyclopedia of multimedia technology and networking (2nd
 ed). Hershey, PA: Idea Group, Inc.
References
 Ertzberger, J. (2008). An Exploration of Factors Affecting Teachers’ Use of Video Games
 as Instructional Tools. (Doctoral Dissertation). Retrieved from ProQuest. (3311370).

 Federation of American Scientists. (2006). Harnessing the power of video game for
 learning. Retrieved January 4, 2011
 http://www.fas.org/gamesummit/Resources/Harnessing the Power of Games for Learning
 Pre-Summit Paper.pdf

 Gee, J. P. (2003). What video games have to teach us about learning and literacy. New
 York: Palgrave Macmillan.

 Klopfer, E., & Yoon, S. (2005). Developing games and simulations for today and tomorrow's
 tech savvy youth. TechTrends, 49(3), 33-41.

 Moldenhauer, J. (2010). Virtual conferencing in global design education: Dreams and
 realities. Visible Language, 44(2), 219-38. Retrieved from OmniFile Full Text Select
 database

 Pew Research Center. (2008). Teens, video games, and civics. Retrieved from
 http://pewresearch.org/pubs/953/
References
 Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1-
 6. Retrieved from ProQuest Education Journals. (Document ID: 1074252411).

 Suja'ee, M., & Khine, M. (2009). Designing interactive learning: Lessons from video games.
 International Journal of Instructional Media, 36(4), 371-81. Retrieved from OmniFile Full
 Text Select database

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Study buddycampus

  • 2. Agenda Introductions Research findings StudyBuddyCampus overview Feedback from beta study Next steps in research process
  • 3. Introductions: Cheryl Christensen, Faculty Grand Canyon University Cheryl.christensen@gcu.edu Pablo Benvenuto, CEO StudyBuddyCampuspablo@stud ybuddycampus.com
  • 4. Statistical Findings: Consumers spent $25.1 billion on video games, hardware, and accessories in 2010 ; Twenty-four (24%) of game sales was digital content - $5.9 billion Seventy-two (72%) of American households play computer or video games. (Retrieved 11/10/11 from ESA) Today, it is estimated that by the time a student graduates from college they will have played 10,000 hours of video games (Prensky, 2001, p. 1). According to a 2008 Pew study, 97% of youth ages 12-17 play video games; (Pew, 2008).
  • 5. Research Challenges: Find ways to make innovations (such as games) easier for educators to understand and utilize. “Determine factors that can assist educators in using the technology innovation of computer and video games as instructional tools in order to improve student achievement” (Ertzberger, 2008, p. 12).
  • 6. “Proper balance between education and entertainment is necessary to optimize game-based learning; a balance thought to be best achieved by combining the expertise of instructional designers and entertainment designers” (Hirumi, Appelman, Rieber, and Van Eck, 2010, p. 38)
  • 7. “Awareness of video games use as instructional tools could be increased through collaboration. Teacher’s are encouraged to network with other teacher’s to create experiences that make them more aware of the video game’s potential for classroom use” (Ertzberger, 2008, p. 117).
  • 8. One thing games can teach us is how to manage assessment better…. In games, however, assessment and learning are tightly married. Games constantly assess player performance and provide feedback. (Boudreau, 2010, p. 2)
  • 17. Beta testing feedback - Teachers hjancoski@sand.cartwright.k12.az.us wrote: 10/17/11 “I just wanted to let you know almost all of my students that came to parent teacher conferences showed off their avatar as a project that was important to them :)”
  • 18. Beta testing feedback - Teachers Irish Dyer irish_anne@yahoo.com 11/9/10 “Well this website is a fabulous idea. To think I could cut the paperwork down and network with other teachers so I could actually have some time to plan and really teach?!? That is such a simplistic and wonderful thing that would save many teachers. I wish more administrators would actively understand and promote this concept. The quality of teaching would have a chance to improve.”
  • 19. Beta testing feedback - Teachers hjancoski@sand.cartwright.k12.az.us wrote: 10/17/11 “I just wanted to let you know almost all of my students that came to parent teacher conferences showed off their avatar as a project that was important to them :)”
  • 20. Beta testing feedback - Students “Study Buddy is the most awesome site on earth” “please get some cool clothes nice job with the website ;D” “New clothes.”
  • 21. Beta testing feedback - Students “…Make it like a virtual world...... beaches, models restaurant....but to do all this you first have to answer a question before you do anything....But....Different questions each time ......and the teachers can look how they are doing with the questions it will be something they will suggest for her students….we should be able to chat... You should do this, KATIE”
  • 22. Next Steps in Research: Add video game API Conduct research study - Director of Instructional Technology for District and promote a prototype/pilot of community; IRB (institutional review board for proposed study) Collaborate with developers / designers Design students create graphic assets for the community and build their portfolio
  • 24. References Barab, S., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A. Zuiker, S. J., & Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education & Technology. (18). 305-320. doi: 10.1007/s10956-009-9171-5 Begg, M. (2008). Leveraging game-informed healthcare education. Medical Teacher. (30), 155-158. doi: 10.1080/01421590701874041 Boudreau, D. (2010). Video games offer educators lessons in learning. ASU News [Business, culture & affairs]. Retrieved from http://asunews.asu.edu/20100222_videogaming Dieterle, E. & Clarke, J. (in press). Multi-user virtual environments for teaching and learning. In M. Pagani (Ed.), Encyclopedia of multimedia technology and networking (2nd ed). Hershey, PA: Idea Group, Inc.
  • 25. References Ertzberger, J. (2008). An Exploration of Factors Affecting Teachers’ Use of Video Games as Instructional Tools. (Doctoral Dissertation). Retrieved from ProQuest. (3311370). Federation of American Scientists. (2006). Harnessing the power of video game for learning. Retrieved January 4, 2011 http://www.fas.org/gamesummit/Resources/Harnessing the Power of Games for Learning Pre-Summit Paper.pdf Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Klopfer, E., & Yoon, S. (2005). Developing games and simulations for today and tomorrow's tech savvy youth. TechTrends, 49(3), 33-41. Moldenhauer, J. (2010). Virtual conferencing in global design education: Dreams and realities. Visible Language, 44(2), 219-38. Retrieved from OmniFile Full Text Select database Pew Research Center. (2008). Teens, video games, and civics. Retrieved from http://pewresearch.org/pubs/953/
  • 26. References Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1- 6. Retrieved from ProQuest Education Journals. (Document ID: 1074252411). Suja'ee, M., & Khine, M. (2009). Designing interactive learning: Lessons from video games. International Journal of Instructional Media, 36(4), 371-81. Retrieved from OmniFile Full Text Select database

Notas del editor

  1. The 7.4 billion dollar a year video game industry is proof that video games are popular with kids and adults (ESA, 2006).
  2. The 7.4 billion dollar a year video game industry is proof that video games are popular with kids and adults (ESA, 2006).
  3. 30 sec:StudyBuddyCampus is a free website where you can create a free account, without providing any personal information, only a username, password and email, and you can create virtual classrooms for your students.You can create as many classrooms as you would like for as many students as you need.
  4. 30 sec:The website provides powerful tools for the teachers in a game like environment for the students. Every user can create their own StudyBuddy (avatar) and customize it.
  5. 30 sec:Every classroom provides an assignment page where teachers can create and upload assignments that will be automatically graded by the application. Student can get access to their assignments 24/7, no more printing assignments, no more forgetting the assignment at school. The students receive immediate feedback on their assignment results.
  6. 30 sec:Every classroom also provides a discussions page, where teachers and students can collaborate with each other in a secure and safe environment. Only classmates can see and participate on the discussions. The teacher monitors the discussions, being able to delete any post, any discussion or to completely disable this feature in the classroom.
  7. 30 sec:Grades are reported to the students in the Grade Book, where assignments that are created in StudyBuddyCampus are automatically reported and the teacher can also insert grades from external assignments. No more waiting for the report card, parent and students can follow their progress and grades 24/7.
  8. 30 sec:A student page allows the teacher to see everyone in the classroom and provide a nickname to each student, allowing students to maintain their anonymous status.