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
The 7.4 billion dollar a year video game industry is proof that video games are popular with kids and adults (ESA, 2006).
The 7.4 billion dollar a year video game industry is proof that video games are popular with kids and adults (ESA, 2006).
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.
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.
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.
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.
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.
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.