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Making Sense of Video Games:
Pre-Service Teachers Struggle with This New Medium
                     Medium
                  Mark Austin Evans
                 University of Georgia
                  maevans@uga.edu

                 Michael K. Barbour
                Wayne State University
                mkbarbour@gmail.com
Video Games are Popular

"spent fewer than 5,000
hours of their lives reading,
but often more than 10,000
hours playing video games"
(Prensky, 2006)
Simulations & Gaming in Social Studies



 21 students
 ed and non-ed majors
 major projects
 playing video games
Reaction Papers
The purpose of the reaction paper is twofold. The first
is to provide an opportunity for you to reflective
journal your journey through the video game that you
purchased. The second is to reflect on your own
experiences playing your game. You should try and
relate your experience to the literature that you are
reading, the discussions that we are having in class
and on WebCT, and how does or could your
experiences or your game relate to a social studies
classroom. When you relate your experiences to these
things, try to be specific.
Reaction Papers
Why did you select the particular game that you purchased? What are your
first impressions of playing the game?

While Gillespie isn't talking about video games, is anything she says relevant
to your own game play? Rieber talks about how play can be a powerful
learning experience, what have you learned about your game?

What have you learned about the story or narrative of your game? In your
K-12 experience, do you ever recall playing a game in school? If so, what
lessons did you learn from it?

Under "Simulation and Gaming Resources" go to the "Grading the
Educational Value of Popular Video Games" and search for you game.
Do you agree with the comments made in this review? Why or why not? If
you game hasn't been reviewed, click on "Game Ratings" and select
"Understanding the Ratings". Using these categories, how would you rate your
game?
Reaction Papers
Have someone of the opposite gender, not in this class, play your
game for at least one (1) hour. Based on your reading of Dickey
and that person's experiences, how is your game perceived by the
opposite gender?
Based on your reading of Gee and your own game play experience,
have you experienced the things that Gee has described? Explain.
Squires completed his Ph.D. dissertation on using Civilization in
middle school and high school history classrooms; can your game be
used in a social studies classroom? If so, how? If not, why not? Be
specific and use both the state-wide standards and the National
Council of Social Studies standards in your discussion.
Methodology


open coding


Ruona (2004)
Initial Results

identify content within their video games
that was consistent with the standards
these future teachers had difficult in
identifying opportunities where those
connections could be used in their future
classrooms
Initial Results
the four female undergraduate students
were able to make more and more
creative connections between the content
of their video games and the standards
So What?

Kids are playing video games
Kids seem different and seem to learn
differently today
Knowledge of video games is simply
another schema that teachers can draw
upon
Making Sense of Video Games:
Pre-Service Teachers Struggle with This New Medium
                     Medium
                  Mark Austin Evans
                 University of Georgia
                  maevans@uga.edu

                 Michael K. Barbour
                Wayne State University
                mkbarbour@gmail.com

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E-Learn 2007 - Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium

  • 1. Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium Medium Mark Austin Evans University of Georgia maevans@uga.edu Michael K. Barbour Wayne State University mkbarbour@gmail.com
  • 2. Video Games are Popular "spent fewer than 5,000 hours of their lives reading, but often more than 10,000 hours playing video games" (Prensky, 2006)
  • 3. Simulations & Gaming in Social Studies 21 students ed and non-ed majors major projects playing video games
  • 4. Reaction Papers The purpose of the reaction paper is twofold. The first is to provide an opportunity for you to reflective journal your journey through the video game that you purchased. The second is to reflect on your own experiences playing your game. You should try and relate your experience to the literature that you are reading, the discussions that we are having in class and on WebCT, and how does or could your experiences or your game relate to a social studies classroom. When you relate your experiences to these things, try to be specific.
  • 5. Reaction Papers Why did you select the particular game that you purchased? What are your first impressions of playing the game? While Gillespie isn't talking about video games, is anything she says relevant to your own game play? Rieber talks about how play can be a powerful learning experience, what have you learned about your game? What have you learned about the story or narrative of your game? In your K-12 experience, do you ever recall playing a game in school? If so, what lessons did you learn from it? Under "Simulation and Gaming Resources" go to the "Grading the Educational Value of Popular Video Games" and search for you game. Do you agree with the comments made in this review? Why or why not? If you game hasn't been reviewed, click on "Game Ratings" and select "Understanding the Ratings". Using these categories, how would you rate your game?
  • 6. Reaction Papers Have someone of the opposite gender, not in this class, play your game for at least one (1) hour. Based on your reading of Dickey and that person's experiences, how is your game perceived by the opposite gender? Based on your reading of Gee and your own game play experience, have you experienced the things that Gee has described? Explain. Squires completed his Ph.D. dissertation on using Civilization in middle school and high school history classrooms; can your game be used in a social studies classroom? If so, how? If not, why not? Be specific and use both the state-wide standards and the National Council of Social Studies standards in your discussion.
  • 8. Initial Results identify content within their video games that was consistent with the standards these future teachers had difficult in identifying opportunities where those connections could be used in their future classrooms
  • 9. Initial Results the four female undergraduate students were able to make more and more creative connections between the content of their video games and the standards
  • 10. So What? Kids are playing video games Kids seem different and seem to learn differently today Knowledge of video games is simply another schema that teachers can draw upon
  • 11. Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium Medium Mark Austin Evans University of Georgia maevans@uga.edu Michael K. Barbour Wayne State University mkbarbour@gmail.com