Game Technology = Next-Gen Learning Gaming As a Next-Generation Learning Technology Joel Foreman, Associate Professor, George Mason University NLII Annual Meeting, 2004 OVERVIEW Brief history of video game technology • Large lecture critique • Game based learning • Psych 101: The videogame • Possibilities and impediments • Game Technology = Next-Gen Learning Game Technology = Next-Gen Learning High Yield Learning • customized • immediate feedback • constructive • persists without coercion • builds concepts • promotes LTP • transfers to everyday life Game Technology = Next-Gen Learning Large Lecture Deficiencies • • • • • • • One to many Few questions One sensory channel Weak visuals Attention issues Short term memory Expensive Game Technology = Next-Gen Learning Next-generation Learning Game Technology = Next-Gen Learning 3D Visualizations Game Technology = Next-Gen Learning Photorealism Game Technology = Next-Gen Learning Interactivity Game Technology = Next-Gen Learning Intelligent Sim People Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds Game Technology = Next-Gen Learning Instructional Transformation = Learning Station Game Technology = Next-Gen Learning Says who? Game Technology = Next-Gen Learning Possible Course Worlds Game Technology = Next-Gen Learning Possible Course Worlds Game Technology = Next-Gen Learning Possible Course Worlds Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds Game Technology = Next-Gen Learning Dynamic Explorable Information Worlds • • • • • • • • active discovery analysis interpretation problem-solving physical activity cognitive processing deeply roots learning neural network Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning Psych 101: The Videogame Level 1 Game Technology = Next-Gen Learning Psych 101: The Videogame Level 2 Game Technology = Next-Gen Learning Psych 101: The Videogame Built in assessment systems Game Technology = Next-Gen Learning Psych 101: The Videogame BUILDING THE COURSE • • • • • $10 MILLION Respected SME Instructional Designers Game developers Professional Assessment Game Technology = Next-Gen Learning Psych 101: The Videogame ADOPTION & LEARNING YIELDS Game Technology = Next-Gen Learning Psych 101: The Videogame MAKE SOME ASSUMPTIONS • • • • • • • Professionally certified Faster and deeper Rave student reviews National publicity Conference demos Mounting demand 100K users @ $100/head Game Technology = Next-Gen Learning CONTINUOUS IMPROVEMENT CYCLE Annual upgrades Economic/pedagogical engine Amortize production cost Game Technology = Next-Gen Learning EMERGENCE OF A PICTORIAL CULTURE Game Technology = Next-Gen Learning Game Technology = Next-Gen Learning
© Copyright 2025 Paperzz