Title: The Effects of Gaming and Simulations in Education
Content:
- Purpose of presentation
- Justify use of gaming and simulations for education
- Define edutainment
- Describe advantages/ disadvantages of edutainment
- Critically compare and contrast educational games and simulations
- List examples
Multimedia:
- Still images/ Animation
- Text
- Audio
- Flickr
- Google Image
Presentation Technology (two possibilities):
- Podcast with Garage Band authoring software
- Animoto
References (more to be added):
Aldrich, C. (2009). Clark Aldrich on simulations and serious games. Available at http://clarkaldrich.blogspot.com/search?q=games+and+simulations
Chuang, T., & Chen, W. (2009, April). Effect of Computer-Based Video Games on Children: An Experimental Study. Journal of Educational Technology & Society, 12(2), 1-10. Retrieved June 9, 2009, from Education Research Complete database.
Gareau, S., & Guo, R. (2009, January). All Work and No Play Reconsidered: The Use of Games to Promote Motivation and Engagement in Instruction. International Journal for the Scholarship of Teaching & Learning, 3(1), 1-12. Retrieved June 9, 2009, from Education Research Complete database.
Simpson, E., & Clem, F. (2008, March 1). Video Games in the Middle School Classroom. Middle School Journal, 39(4), 4-11. (ERIC Document Reproduction Service No. EJ788303) Retrieved June 9, 2009, from ERIC database.
Williams, A., Rouse, K., Seals, C., & Gilbert, J. (2009, January). Enhancing Reading Literacy in Elementary Children Using Programming for Scientific Simulations. International Journal on E-Learning, 8(1), 57-69. Retrieved June 9, 2009, from Education Research Complete database.
1 comments:
Have you had any success in pulling together your speaker intro with either of the two programs you mentioned...Garage Band or Animoto? I am curious to see how these "look". Leasa showed her storyboard incorporating Flowgram software, which I think I'm going to explore looking into. Good luck.
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