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CHAPTER 10 MICHELLE O’CALLAGHAN Games and Virtual Environments

Games and Virtual Environments

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Games and Virtual Environments. Chapter 10 Michelle O’Callaghan. Games. 1958: First computer game created by William Higinbotham - Pong 1972: First video game created by Ralph Baer - Odyssey 70’s: “Golden Age of Arcade Games” Late 70’s: Hand-held games. Games. - PowerPoint PPT Presentation

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Page 1: Games and Virtual Environments

CHAPTER 10

MICHELLE O’CALLAGHAN

Games and

Virtual

Environments

Page 2: Games and Virtual Environments

Games

1958: First computer game created by William Higinbotham - Pong

1972: First video game created by Ralph Baer - Odyssey

70’s: “Golden Age of Arcade Games”

Late 70’s: Hand-held games

Page 3: Games and Virtual Environments

Games

1985: Game Boy from Nintendo

90’s: Graphical interaction & point-and-click

Late 90’s: Sophisticated 3D Early 2000: Time, skill, & levels

Gaming and simulations for training

Page 4: Games and Virtual Environments

Computer Games

Alsip & Trollope (2001)- Activity characterized by competition, rules, winning, and losing.

“Credible interactive simulations”

Real-world games used in military and law.

Common online computer games virtual reality acronyms stand for design use and approach.

Video games most often taken away from students.

Page 5: Games and Virtual Environments

Computer Games

The Pew Internet and American Life Project- 70% of college students have played at least once. 65% are regular users.

Gee (2003)- claims that computer games are not only entertainment but include 36 learning principles.

Prensky- declared a combination of twelve elements that make computer games attention keepers. (page 287)

Page 6: Games and Virtual Environments

Educational Games

Types:

• Drill & Practice

• Simulation

• Tutorials

• Content Instruction

Involve:• Solving Equations• Scoring Points• Solving Mysteries• Guessing Words• Solving Puzzles• Dealing with

Sophisticated Problem Solving

Page 7: Games and Virtual Environments

Websites

• www.funbrain.com/algebra

www.gameaquarium.com/languagearts.htm

www.educationcity.com/front/gate1/index.php

www.ciconline.org/windward

http://www.eurotalk.com

Page 8: Games and Virtual Environments

Future

Obstacle to conquer is computer games are not just for fun outside of school.

Game developers and educators need to work together

Help to solve some problems for disabled students

Gaming industry will wake up and see potential

Page 9: Games and Virtual Environments

simSchool

Compared to a flight simulator for teachers.

Epistemic Game

Analyze students needs , make instructional decisions, and evaluate impact of teacher on students.

Simulated Apprenticeship

Page 10: Games and Virtual Environments

Virtual Environment

“Technology that allows a user to interact with a computer- simulated environment.” ~ Wikipedia

Includes 3D Images and tracking devices

Real world applications of VR are found in several professions

• Real Estate• Auto Makers• Medical Field

Page 11: Games and Virtual Environments

Educational Applications

System Terms:• MUD• MUVE• MMOG

• Whyville: learn, create, and have fun .

• www.whyville/net/smmk/nice

• MUCK• Avatar• VRML

• River City: explore, analyze, and report

• http://muve.gse.harvard.edu/rivercityproject

Page 12: Games and Virtual Environments

The Future

Numerous attempts to put VR into classrooms

Hard to create because lack of cost-effective computer processing power, higher image resolutions, faster data communication, and vast memory capabilities.

More advances in technology will lead to VR in the classroom

Page 13: Games and Virtual Environments

Wrap Up

Computer games can be educational

Virtual environments can be educational

Integration into a classroom can help with higher order thinking, collaboration, problem solving, and an interactive classroom

Set backs are cost of things and availability of technology