• No results found

What are video games? Why integrate video games into schools? Image slideshow Selected activity ideas Designing video games in the classroom

N/A
N/A
Protected

Academic year: 2021

Share "What are video games? Why integrate video games into schools? Image slideshow Selected activity ideas Designing video games in the classroom"

Copied!
11
0
0

Loading.... (view fulltext now)

Full text

(1)

1

Playing to Learn:

Video Games in the Classroom

David Hutchison 2

Agenda

What are video games?

Why integrate video games into schools? Image slideshow

Selected activity ideas

Designing video games in the classroom 3

What are Video Games?

www.playingtolearn.org

4

What are Video Games?

Like all other forms of popular culture, video games are cultural

artifacts

Their meaning within a social context is important if we are to

integrate video games into the K-12 curriculum

5

What are Video Games?

Who are the gamers among us? 6

What are Video Games?

All of the following are video games. What do they have in common? Space Invaders, Tetris, Math Blaster, SimCity, World of Warcraft, Wii

Sports, Guitar Hero

7

What are Video Games?

What is your definition of video games? 8

What are Video Games?

This is my definition:

Interactive goal-oriented virtual experiences 9

Selected Video Game Genres

Puzzle Racing

Action & Adventure Role-playing

Strategy

(2)

10

Video Game Web Sites

GameSpot.com SeriousGamesSource.com FutureLab.org.uk WhatTheyPlay.com Gamasutra.com DevMaster.net

11

Why Integrate Video Games into K-12 Education?

www.playingtolearn.org 12

Video Games are Fun

They help make learning engaging and rewarding and school something

to look forward to

13

Students and Teachers

are Gamers

Many students and teachers play video games. Why shouldn’t they

share their passion for gaming with each other?

14

Video Games are Interdisciplinary

There are all sorts of interdisciplinary learning opportunities related to

video games that cross nearly every subject area

15

Video Games Demo

New Ways of Learning

Some researchers argue that video games are harbingers of a new way

of learning - one that is immersive, interactive, and virtual

16

Video Games

Promote Problem-solving

Many video games encourage experimentation and the testing out of

new ideas

17

Video Games are Cultural

Many video games serve as societal simulations, complete with clan

membership, cooperative ventures, working economies, and diverse cultural groups

18

Video Games are Controversial

Talking about video games with students can foster intelligent debate

and discussion

(3)

A to Z Activity List

www.playingtolearn.org 20

Advertising Campaign

The students design a full-fledged advertising campaign for an upcoming or newly released video game.

21

Alternate History

The students write an alternate history of the world that starts with a decisive change in the outcome of a historical event.

22

Arcade vs. Video Games

The students compare and contrast the social experience of playing video games in an arcade versus playing them at home on a video game console or PC computer. 23

Artistic Rendering

The students create an artistic representation of a real-world scene. 24

Battleship

The students assemble the materials for a classic game of Battleship, which they then play in pairs.

25

Best Kids’ Game

The students rank and review their favorite kid-friendly video games.

26

Body Image

The students discuss the relationship between body image and the physiques of both male and female video game characters.

27

Book Review

The students review an academic or instructional book about video games. 28

Branding the Box

The topic of branding is introduced to students who then compare and contrast the packaging of two or more PlayStation 3, Wii, or Xbox 360 titles.

29

Bully

The students discuss the ethical issues surrounding RockStar’s school-based video game titled Bully.

30

Car Commercial

The students create a car commercial using in-game footage captured from a driving game.

31

Car of the Future

The students design and outline the specifications for a tricked-out new car (or flying machine) of the future.

(4)

32

Chart Toppers

The students track the video game sales charts over a one- or two-month period. They analyze and draw conclusions about the statistics they have collected. 33

Cheat Code Central

The students review a game's cheat codes. They propose a revised set of cheat codes that would make the game easier and more fun to play for novices and recreational gamers alike.

34

Choose Your Own Adventure

The students write a choose your own adventure story, a narrative with multiple pathways that can then be adapted for use in an adventure video game.

35

Composer Discography

The students research the discography of an established video game composer. 36

Critiquing the Controllers

The students compare and contrast the gamepad controllers that ship with the Microsoft Xbox 360, Nintendo Wii, and Sony PlayStation 3 gaming systems. 37

Deadpan Dialog

The students write a review of a video game focusing solely on the elocution of one or more characters’ dialogue.

38

Design Your Own Racetrack

The students use arts and crafts supplies to design a racetrack that features five or more geographic landforms.

39

Design Your Own Racetrack (Take Two)

The students use a city map to design a sanctioned street race through an urban center. They identify road hazards, plot positions where protective barriers should be erected, and mark off cross streets that should be closed to traffic.

40

Do You Recognize This Voice?

The students play a teaching game in which they listen to recorded excerpts of dialog from several video games. They attempt to guess which celebrity’s voice they are hearing.

41

Don’t Believe the Hype

The students compare and contrast the previews and reviews of a video game. They look for evidence of hype in the previews for games that didn't quite fulfill

expectations upon their release.

42

ESRB Ratings Review

The students review the ESRB ratings system and suggest what changes (if any) they would propose making.

43

Ergonomic Audit

(5)

present their findings to the student council, principal, and school staff. 44

Fact vs. Opinion

The students analyze and parse one or more reviews of a video game for statements of fact and opinion.

45

Fine Motor Count

The students tally the number of times one or more gamepad buttons are pressed during a gaming session. They then transfer this data onto a chart for further analysis during math class.

46

Fitness Regime

The students propose a series of fitness exercises for a leading video game or comic book character.

47

Foley Effects Artist

The students become Foley artists as they replace the sound effects in a video game with their own sounds derived from materials they have collected in and around their school and home.

48

Foley Effects Artist (Take Two)

The students add Foley effects to their game creations and video productions. 49

For How Long Do I Play?

The students track the amount of time they spend playing video games over a two-week period. They then analyze and perform calculations on the data they have gathered.

50

Game Invention

The students design a real-world game or sport that they then teach others to play in a physical education class.

51

Gaming Budget

The students perform a cost-benefit analysis of the practice of buying versus renting video games.

52

Gaming Station

The teacher sets up a PlayStation 3, Wii, or Xbox 360 gaming station in the classroom that is to be used for educational purposes in the instructional program. 53

Graphical Analysis

The students conduct a graphical analysis of a video game. They critique the models, textures, lighting, shadows, and other graphical features of the game. 54

Historical Campaign

The students propose a new mission for an existing World War II– or Vietnam-based wargame. They draw their idea from an actual historical campaign or scenario that occurred during the war.

(6)

The students compare and contrast historically accurate video game environments with photographs and descriptions of the same real-world settings.

56

Historical Weaponry

The students research the history of a weapon that is featured in a World War II– or Vietnam-based video game.

57

I Beg to Differ

The students write a response to a negative review of a video game they enjoyed. 58

I Believe

The students write an I Believe poem about video games that comprises ten belief statements.

59

Kid-friendly Grand Theft Auto

The students take back the streets as they design a vibrant, kid-friendly city in which there are lots of things to do.

60

Lay of the Land

The students create a topographic map of a fictional battlefield that features several of the landforms they have studied in class.

61

Map of the World

The students use a wall map of the world to plot the real-world locations in which their favorite video games are set.

62

Music Critic

The students critique the licensed musical mix that is featured in a video game. 63

New Multiplayer Mode

The students brainstorm new multiplayer modes that comprise sets of gameplay rules and scenarios for a popular online wargame.

64

Newscast Production

The students study the structure of a traditional television newscast. They then apply what they have learned to the creation a live newscast of their own that reports on the video game news of the day.

65

Next Generation Console

The students pick a name and design a model for a next-generation gaming system. They also brainstorm a list of cutting-edge features that the system will support. 66

Open World Directions

The students write out the directions for getting from Point A to Point B in an open world driving game.

67

Playing to Learn

The students brainstorm and lead their own video game learning activities. 68

Poor Posture

(7)

The teacher teaches a lesson on ergonomics in which a student volunteer demonstrates the proper posture for sitting at a computer.

69

Race Relations

The students discuss how different cultural groups are represented in video games. 70

Repetitive Stress Injury

The teacher presents a formal lesson on repetitive stress injury to the class. 71

Researching the Credits

The students research a specific video game–related job and its role in the development of a video game title.

72

Researching the Credits (Take Two)

The students browse the credits for one or more video games as a way of helping them to organize their own in-class game development studio into assigned roles and tasks.

73

Review Roundup

The students compare and contrast two or more reviews of a video game. They write a review roundup that sums up the views of the critics plus their own insights. 74

Review of the Real World

The students turn the notion of a video game review on its head and instead review the real world as if it were a video game.

75

Scary Stories

The students discuss what makes a story, movie, or video game scary. They then write their own scary story.

76

Scooby-Doo and the Laws of Physics

The students watch a half-hour Scooby-Doo Mysteries episode and count and/or categorize the number of times the characters—both friends and foes—do the impossible.

77

Serious Games Brainstorming

The students brainstorm ideas for a new serious game that teaches the knowledge and skill set required by a particular profession.

78

Spelling Dictation

The teacher compiles a spelling list of video game-related terms. 79

Statistical Analysis

The students analyze and discuss a number of video game–related statistics. 80

Strategy Guide Review

The students write and then publish a review of a video game strategy guide. 81

Strategy Guide Writing

(8)

mission from a favorite game. 82

Study of the Future

The students write an essay that predicts what our world will look like in the future. 83

Superhero Design

The students design an original superhero character for a video game. 84

Surround Sound Map

The students go outside and draw a directional sound-field map that plots the location of natural and human-made sounds coming from the front, rear, sides, and overhead.

85

Tactical Analysis

The students write about one or more tactics they have successfully used in a video game.

86

Technological Progress

The students review the graphical features of three video games, respectively published this year, three years ago, and six years ago.

87

Television Technologies

The students research the science behind the four major television technologies: CRT, LCD, DLP, and plasma. They report on the pros and cons of each.

88

Test Drive

The students design a science experiment in which their peers take the cars in a racing game for a test drive. They report on which cars have the best and worst control and handling according to the participants in the study.

89

The Gaming PC

The students design the casing for a custom gaming PC that optionally features a custom paint job, decals, neon lights, tattoos, and other embellishments.

90

The Interview

The students interview their peers about their video game playing habits. They then draw tentative conclusions from the data they have gathered.

91

The Obituary

The students write an obituary that recounts the life of a lead video game character who has died.

92

The Pitch

The students prepare a proposal for a brand-new video game, which they then pitch to the class.

93

The Rewrite

The students rewrite the dialog for a cutscene in a video game that is in desperate need of improvement.

(9)

The students rewrite a video game user review in an effort to improve its clarity and sentence structure.

95

The Stunt

The students capture some in-game footage of their characters performing insane stunts on foot or in vehicles.

96

The Survey

The students design a video game survey, which they then administer to other students in the school.

97

Ultimate Gaming Bundle

The students design an advertisement for the ultimate gaming bundle, consisting of a PC or console system and third-party hardware and games.

98

Urban Planning

The students choose the location for a new city, which they then design from the ground up.

99

User Interface Review

The students apply the principles of user interface design to their review of a game’s user interface, menu system, and/or heads up display (HUD).

100

Video Game Addiction

The students research the topic of video game addiction. They decide on a list of criteria for determining whether someone is addicted to video games.

101

Video Game Database

The students design a database for storing information about video games. They pretend they are opening a video game rental store and need to keep track of their inventory.

102

Video Game Debate

The students debate a controversial issue related to video games. 103

Video Game Reenactment

The students reenact a key scene from a video game that boasts a strong storyline.

104

Video Game Review

The students write a review for a video game they are currently playing. 105

Virtual Journal

The students write a series of journal entries that chronicle their virtual life in an online role-playing or open world video game.

106

Website Design

The students brainstorm ideas for a video game website that features content not typically found at existing websites.

(10)

The students propose a set of four video games that provide a desired gameplay balance and variety of play.

108

World without Music

The students reflect on the perceptual experience of playing a video game without music.

109

World’s Best Gamertag

The students are challenged to come up with the most creative Gamertag they can think of.

110

Designing Video Games

in the Classroom

www.playingtolearn.org 111

Steps 1 to 5

1. Exploring video game design 2. Generating an idea

3. Choosing a game engine 4. Pitching the game idea 5. Writing a story or scenario 112

Steps 6 to 9

6. Collecting and designing assets 7. Programming the gameplay 8. Testing the game

9. Sharing and celebrating the game

113

Choosing a Game Design Tool: The Basics

Range from cut-and-paste game engines to C++ libraries that need to be

programmed

Some are targeted to children and teens Look for: Simple but flexible

114

Choosing a Game Design Tool: The Criteria (1 of 2)

Educational price

Game distribution license (i.e., royalty free is ideal)

Programming requirements (e.g., none, basic scripting, or C++ programming) Feature set (e.g., integrated 3D modeling and multiplayer support)

115

Choosing a Game Design Tool: The Criteria (2 of 2)

Bells and whistles (e.g., graphical effects and physics system)

Import and export support (e.g., for models and graphics) Publishing options (e.g., PC, Macintosh, consoles, and/or Web)

(11)

Level of developer and community support 116

Choosing a Game Design Tool:

Some Possibilities (1 of 2)

3D GameStudio (www.3dgamestudio.com)

Adventure Game Studio (www.adventuregamestudio.co.uk) Blitz Tools (www.blitzbasic.com)

FPS Creator (www.fpscreator.com) Games Factory (www.clickteam.com) Kodu (www.microsoft.com)

117

Choosing a Game Design Tool:

Some Possibilities (2 of 2)

Game Studio Express (www.microsoft.com) Platinum Arts Sandbox (kids.platinumarts.net) RPG Toolkit (www.toolkitzone.com)

Scratch (scratch.mit.edu) Unity (www.unity3d.com) See more at: devmaster.net

118

Playing to Learn:

Video Games in the Classroom

David Hutchison www.playingtolearn.org

References

Related documents

4.1 If one answer or calculation is required, but two given by the candidate, only the first one will be marked, irrespective of which one is correct. If two answers are

Also, to answer the second research question, “Considering gender and the FD- FI cognitive styles of learners at the same time, which teaching mode; inductive or deductive is

The results of this study, taken together with null and mixed findings related to rejection of unfair offers in the UG observed in previous studies (e.g., Takagishi et al., 2014

As the behavior of the port in the range of the power supply voltage is mainly linear and dynamic, and since it becomes strongly nonlinear for voltages outside the power supply

Serial communications at 19,200 baud Modbus/Jbus Master and Slave, PROFIBUS DP at 12 Mbaud, two retransmission outputs, Remote Setpoint input, three digital inputs. 4 program with

In addition to the site attribute variables, we construct a variable for the area of the vineyards vineacres and indicator variables for the location of a parcel within a sub-AVA

Brand Bags, the trusted name in food storage, are available in convenient, economical, foodservice size packs.

However, we can reinterpret these private investments a s illiquid assets that investors hold (see, e.g., Huang and Wang (1997)). I t is conceiv- able that the value of