Breaking the Ice With Educational Games

Amjaad
Mujallid
Why Using Educational
Games?
1- Games can engage and motivate
students so they are more likely to
interact in topics covered.
Motivation: a learner’s willingness to
make an extended commitment to
engage in a new area of learning.
2- It can be used as a reviewing tool
to make a revision at the end of the
session.
3- give information just in time.
Using educational games in
the classroom
PROS
• people who
constantly play
video games score
better in vision tests
than people who do
not play video
games as often. ( a
study)
• More attractive to
young students.
• Improves students'
communications
skills, problemsolving skills.
•
•
CONS
Playing games too
much causes Health
problems.
Excessive playing of
games interferes with
brain development
because most
interactive games use
only parts of the brain
associated with vision
and movement, and
other parts, especially
the frontal lobe, are
not stimulated.
Are will games ever be accepted by
those who need to accept it – the
teachers and parents?
According to a 2007 survey conducted by
Project Tomorrow the findings were:
• More than half of students in grades 3
through 12 believe educational gaming
would help them learn.
• Only 16% of teachers, 15% of
administrators and 19% of parents are
support for further exploration of the
potential.
• 11% of teachers say they’re already
using video games in class.
An Example
• Civilization III.
a mini-comparative case study
conducted on two separate cases
where the game Civilization III was used
as “the basis for units and activities
exploring world history.”
Create your Own Game
• Millionaire.ppt
Who wants to be a millionaire?
http://classtools.net/
“Create free educational games, quizzes,
activities and diagrams in seconds!
Host them on your own blog, website
or intranet! No signup, no passwords,
no charge”
1- Try the game in your email
(Class Tools):
1 minutes.
2- How would you apply video
games in your class?
2 minutes
What do you think?
References
•
•
•
•
Bliven, Brooke. "Civilization III:The New High School
History Teacher." Weblog post. FYSM126. 27 Dec. 2010.
Web. <http://fysm126.wp.trincoll.edu/2010/09/27/civilization-iiithe-new-highschool-history-teacher/>.
Kumar, Rita, and Robin Lightner. "Games as an Interactive
Classroom Technique: Perceptions of Corporate."
International Journal of Teaching and Learning in Higher
Education 19 (2007): 53-63.
McDivitt, David. "Do Gamers Score Better in School?"
Serious Games Source. Web.
<http://seriousgamessource.com>.
Squire, K. D. (2005b).Changing the game: What happens
when video games enter the classroom? Innovate 1(6).