9. Tim...
•is a daddy
• is a cake
maker
•still gets carded...
...at the movies!
•is a learner
10. WHO AM I?
• Tim Hart
• Instructional Technologist at
UMaine
• www.edutim.com
• Gamer
11. FULL DISCLOSURE
• Played Video Games all my life
• Some systems I’ve owned:
• Commodore 64, Atari 2600, NES, Gameboy, SNES,
Genesis, Virtual Boy, N64, Playstation, Gamecube,
Playstation 2, XBOX, Nintendo DS, Wii, XBox 360
• XBox Live account ID = Hartix
• Currently playing: Call of Duty Modern Warfare 2
13. WHY AM I HERE?
To share a few thoughts to get us
thinking about video games and
what value they may hold for
learning.
14. TELL ‘EM WHAT YOU ARE
GOING TO TELL THEM
• Stage setting
• Quiz
• About the Video Game Industry
• Debunking Myths
• Don’t Bother Me Mom - I’m Learning
•A few games and other projects
15. Students today depend upon store
bought ink. They don’t know how to
make their own. When they run out
of ink they will be unable to write
words or ciphers until their next trip
to the settlement. This is a sad
commentary on modern education.
16. Students today depend upon store
bought ink. They don’t know how to
make their own. When they run out
of ink they will be unable to write
words or ciphers until their next trip
to the settlement. This is a sad
commentary on modern education.
The Rural American Teacher
1928
18. THERE IS LOTS OF
INFORMATION ON
GAMES IN EDUCATION
Great Resources Here
http://bit.ly/7CSbYl
19. Generation V
• 5 year olds and upwards
• Currently use Club Penguin and
Disney Fairies (or any other of the
200+ Virtual Worlds)
• Have higher and more pronounced
expectations of any future education
system
20. Generation V is...
the recognition that general
behavior, attitudes and interests
are starting to blend together
in an online environment.
source: Gartner - http://bit.ly/FtSuA
32. Moore’s Law progresses
• Projection systems
will improve
• Virtual Worlds and
Reality will combine
• Augmented Reality
will be the norm
• http://bit.ly/5tpt3
33. Moore’s Law progresses
• Photo-realistic
landscapes will be
possible
• The leap in
graphic
performance
every 5 years is
astounding
55. WHO IS THIS?
• Niko Bellic
• BonusPoints -
Cousin’s name?
Image courtesy of Wikipedia
56. WHO IS THIS?
• Niko Bellic
• BonusPoints -
Cousin’s name?
• Roman Bellic
Image courtesy of Wikipedia
57. GAMER FACTS
source: entertainment software association
58. GAMER FACTS
1. The average gamer is 35 years old.
source: entertainment software association
59. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
source: entertainment software association
60. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
source: entertainment software association
61. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
source: entertainment software association
62. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
5. Sixty-three percent of parents believe games are a positive
part of their children’s lives.
source: entertainment software association
63. GAMER FACTS
1. The average gamer is 35 years old.
2. More than one-third of gamers are women .
3. More than one in four gamers is over 50.
4. The average game purchaser is 40 years old.
5. Sixty-three percent of parents believe games are a positive
part of their children’s lives.
6. Sales of "family entertainment" video games more than
doubled in 2007, making it the fastest growing segment of
the video game market. source: entertainment software association
65. THE NUMBERS
Game sales in 2007 - $9.5 billion.
source: entertainment software association
66. THE NUMBERS
Game sales in 2007 - $9.5 billion.
That is nine games sold every second of every day in 2007.
source: entertainment software association
67. THE NUMBERS
Game sales in 2007 - $9.5 billion.
That is nine games sold every second of every day in 2007.
Halo 3, the best-selling title of 2007, took in more revenue
in its first day of sales than the biggest opening weekend
ever for a movie ("Spider-Man 3") and the final "Harry
Potter" book's first day sales
source: entertainment software association
68. MORE NUMBERS
• US movies' box office industry in 2008 = $9.8
billion http://bit.ly/zy2Pk
• US video game industry in 2008 = $11.7 billion
http://bit.ly/IkRlk
69. ERSB RATINGS
• Everyone
• have content that may be suitable for ages 6 and older
• may contain minimal cartoon, fantasy or mild violence and/
or infrequent use of mild language
• makes up 57% of all games
• like G
70. ERSB RATINGS
• Teen
• have content that may be suitable for ages 13 and older
• may contain violence, suggestive themes, crude humor,
minimal blood, simulated gambling, and/or infrequent
use of strong language
• makes up 28% of all games
• like PG-13
71. ERSB RATINGS
• Mature
• have content that may be suitable for persons ages 17 and
older
• may contain intense violence, blood and gore, sexual
content and/or strong language
• makes up 15% of all games
• like R
72. SALES BY RATING
E (Everyone)
15% T (Teen)
M (Mature)
28% 57%
source: entertainment software association
84. CHALLENGES FOR GAME
DESIGNERS
• Creating an activity that allows for a “in the zone” experience
• Allowing
a wide array of skill levels to initially enjoy and be
immersed in the game
• Sustaining “in the zone” throughout the experience
85. CHALLENGES FOR TEACHERS
• Creating an activity that allows for a “in the zone” experience
• Allowing
a wide array of skill levels to initially enjoy and be
immersed in the lesson
• Sustaining “in the zone” throughout the experience
90. STUDENTS AT RISK
Kids who don’t play video games
are at risk!
They get in trouble more often!
91. STUDENTS AT RISK
Kids who don’t play video games
are at risk!
They get in trouble more often!
Lawrence Kutner, PhD, and his wife Cheryl K. Olson, ScD
92. SOME RESEARCH
• Lawrence Kutner, PhD, and his wife
Cheryl K. Olson, ScD
• Research was funded with $1.5
million by the U.S. Dept. of Justice
• Findings
reported in Grand Theft
Childhood: The Surprising Truth
About Violent Video Games and
What Parents Can Do.
• Hereare some of the myths
debunked
93. MYTH #1
• The growth in violent video game sales is
linked to the growth in youth violence —
especially school violence — throughout the
US.
94. FACT
• Violent
Crime in Schools fell 44%
from 1994-2001
• We have the lowest juvenile
arrest rate for violent crimes since
1983.
• Murder Arrests in 1993 = 3,800
• Murder Arrests in 2001 = 1,400
95. MYTH #2
•Girls
don’t play violent video games like
Grand Theft Auto.
96. FACT
• 29% of girls say they play at least one M-rated game a
lot
• One in five listed Grand Theft Auto
• Grand Theft Auto was second only to the Sims in
popularity.
106. HOW?
• Don’tBother Me Mom - I’m
Learning
• Marc Prensky
• Internationally acclaimed speaker,
writer, consultant, and designer in
the critical areas of education and
learning.
• Here is his book in a nutshell...
107. 21ST CENTURY SKILLS
•“The true secret of why kids spend
so much time on their games is that
they’re learning things they need for
their twenty-first century lives”
108. FOR THE DOCTORS
• “I use the same hand-eye coordination to play video games as
I use for surgery.
• Dr. James Rosser, Beth Israel Hospital
• Doctors that played games earlier in life made 40% less
mistakes during surgery.
• Playing video games before surgery also lowers error rates.
110. RULES
•Gamers figure things out on their own
better than non-gamers
•Probetheir environment for
understanding
111. RISK TAKING
•Gamers are risk takers
•Gamers are more likely to try
different strategies
•Enlightened trial and error
112. GAMES TEACH STRATEGY
• Cause and effect
• Long term winning versus short term gains
• Order from seeming chaos
• Complex system behaviors
• Counter-intuitive results
• Using obstacles as motivation
• The value of persistence
113. 10 YEAR OLD GAMERS
LEARNED.
• Everyone can save the world if they try
• Two against one isn’t fair
• Don’t shoot people
• Have patience
• The good guys always win
• Don’t trust everyone you meet
• Help your friends
114. SOME OF MY GAME PROJECTS
• Black Bear Island
• VirtualIsland for studying
virtual worlds for teaching
and learning.
• Offer courses on the island
• http://slurl.com/secondlife/
Black%20Bear%20Island/
144/100/31
115. SOME OF MY GAME PROJECTS
• Virtual Maine
• Collaborative student
project
• Building
projects with a
Maine theme and sharing
them with the world
• virtualme.wikispaces.com
116. SOME OF MY GAME PROJECTS
• Virtual World App
• Virtual World
software for
your computer
• Can load different worlds -
like the Matrix
• http://www.edutim.com/
opensim-app
117. STEPS TO GET ON BOARD
1. Read Don’t Bother me Mom - I’m learning
2.Talk to kids about gaming. Why do they like it and what it
means to them.
3. Invite a parent to play a game with you.
4. Remember the horrible rock music you listened to and was
warned would rot your brain.
118. All truth passes through three stages.
First, it is ridiculed.
Second, it is violently opposed.
Third, it is accepted as being self-evident.
Arthur Schopenhauer
German philosopher (1788 - 1860)