2. THE ROADMAP FOR TODAY
Why games and virtual worlds?
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3. WHY GAMES AND VIRTUAL
WORLDS?
"...the designers of many
good games have hit on
profoundly good methods of
getting people to learn
and to enjoy learning."
James Gee, University of
Madison Wisconsin
4. WHY GAMES AND VIRTUAL
WORLDS?
Learning works best when challenges are
"pleasantly frustrating" in the sense of
being felt at the outer edge of, but within
their "regime of competence." That is, these
challenges feel hard, but doable." (Gee,
2007, p. 36)
5. WHY GAMES AND VIRTUAL
WORLDS?
"Today's game designers have
figured out something today's
educators are still searching for:
how to make learning
engaging for today's kids.
It would be a shame not to
employ this knowledge in our
classrooms."
Marc Prensky
6. LEARNING PRINCIPLES IN
GAMES AND VIRTUAL WORLDS
Active, Critical Learning Intertextual
•Design •Multimodal
•Semiotic •Material Intelligence
•Semiotic Domains •Intuitive Knowledge
•Meta-level Thinking •Subset
•Psychosocial Moratorium •Incremental
•Committed Learning •Concentrated Sample
•Identity •Bottom-Up Basic Skills
•Self-Knowledge •Just-in-Time
•Amplification of Input •Discovery
•Practice Principle •Transfer
•Ongoing Learning •Cultural Models about the World
•Regime of Competence •Cultural Models about Learning
•Probing •Cultural Models about Semiotic Domains
•Multiple Routes •Distributed
•Situated Meaning •Dispersed
•Text •Affinity Group
•Insider
via @peggysheehy
7. HOW GAMES AND VIRTUAL
WORLDS TEACH
• Social • Context
• Experience
• Identity • Feedback
• Constant achievement
• Empathy • Multimodal
• Expanding
circle of
• Simulation • Mastery
competence
• Practice • No right answer
• Activity
• Applied learning • Working within rules
• Engagement
via @peggysheehy
15. YOUR FOCUS SENTENCE
HOW CAN WE CREATE AN ENGAGING
LESSON FOR (GRADE LEVEL) THAT
INTEGRATES (TOPIC ONE) AND (TOPIC
TWO) AND INVOLVES (STUDENT
ACTIVITY)?