Interactive Educational Games

21
Interactive Educational Games Christopher Cannon EDUC 8841

description

Interactive Educational Games. Christopher Cannon EDUC 8841. Need. Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense for the youth of today. Need. - PowerPoint PPT Presentation

Transcript of Interactive Educational Games

Interactive Educational Games

Christopher CannonEDUC 8841

Need

Video games and electronic devices have found their way into many homes. Incorporating games into instruction makes sense for the youth of today.

Need

Interactive educational games provide an exciting learning environment and students become enthusiastic and engaged in what they are learning.

Research The information I acquired came from an

article by Brett Shelton and Andy Walker at Utah State University.

Educational game designers try to mirror commercially successful computer games by offering the challenge, interest, and gratification of standard computer games.

Research The designers of educational games

include the ability to receive awards and have them taken away. The idea behind rewards being removed are to reinforce correct behaviors and weaken incorrect ones.

Development Some educational games that have been

designed based on commercially successful games make it difficult for the instructor to guide students through tasks because of the complexity of the game or the unpredictable scenarios of the game.

Development Shelton and Walker suggest that all

game play activity should be embedded within the game and aligned with the instructional objectives.

Commercialization If the proper technology is available,

these educational games can be easily implemented.

Commercialization has also been successful due to the popularity and commercial success of games with those under the age of eighteen.

Commercialization Educational games have been

successfully marketed because of the increased popularity of smart boards and student computers in the classroom.

Adoption

Phase 1 : selling the idea This idea of educational games in the classroom must be accepted well among all educators involved. Educators need to acknowledge that games need extra support and cooperation from IT.

Phase 2: PreperationSchools and districts need to dedicate time and money to preparing the classroom environment thoroughly. Administrators must provide support for teachers learning how to operate these games. This support will reduce frustration.

Phase 3: Implementation Teachers need to understand how the activities connect to the standards, what the goals are for the exercise and which students it can benefit the most.

S-curve

From my research, I have learned that educational gaming began to receive recognition in the early 2000’s.

S-curve The 2011 Herizon report stated

information about the adoption of these games post 2011.

The report predicts game-based learning will be widely adopted by mainstream classrooms within two to three years.

Innovators and Early Adopters The administrators and teachers would be

considered the innovators and early adopters for this innovation.

The administrators are introducing the new technology within the school and providing support to ensure effective use of the technology.

The teachers recognize the excitement and engagement that games provide when incorporated into instruction.

Laggers Some teachers are not enthusiastic to try

new things and incorporate new strategies into their instruction. This is especially true about technology innovations.

Sufficient training and support would be required to motivate these teachers to implement the new innovation into their instruction.

Attributes The relative advantage would be one of

the most important of Roger’s perceived attributes to demonstrate how the new innovation is more beneficial than any prior to it.

Observability would be an attribute necessary to provide definitive evidence of how effective an innovation is before it can be fully adopted.

Decentralized Approach A decentralized approach would

work best for the diffusion of this innovation in my system.

A decentralized approach is described by the innovation being diffused by a group of professionals who have the power to make decisions regarding adoption (Rogers, 2003)

Key Change Agents

Key change agents in my system would be any board member, administrator, or educator/staff that is involved in the adoption of new innovations based on the needs of the students.

Roles of the Key Change Agents

Agents should do the following: Recognize an area of weakness. Research innovations that would satisfy

the area in need of change and improve instruction to meet the needs of the students.

Input should be acquired from educators and persons whom will use the innovation in order to consider adoption.

Critical Mass Rogers (2003), explains that critical

mass occurs when enough people have adopted an innovation so the further rate of adoption becomes self-sustaining.

The research I have conducted states that game-based learning will be widely adopted by mainstream classrooms within two to three years.

Conclusion Champions of this innovation should understand

the importance of using new innovations and instructional strategies to ensure the needs of each student are satisfied.

Champions of this innovation should also acknowledge the interests of the students and how video games are a dominant part of life for those under the age of eighteen. When games are used for educational purposes students become more engaged and excited about what they are learning.

Reference

Rogers, E. (2003). Diffusion of Innovations (5th ed.). New York, NY: Free Press.