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Gaming and the Pre-Service
        Teacher
         Dr. Michael Barbour
        Wayne State University

           Mr. Mark Evans
       Gainesville State College

           Mr. Sacip Toker
        Wayne State University
Description of Class
• It was open to all majors
  in the University
• Gender breakdown: 4
  women 16 men
• Racial breakdown: All
  students were White save
  for one who was of Asian
  descent.
• SES: All students were
  from middle class
  backgrounds and above
Description of the Course
             • Course took place Winter
               Session 2007
             • Course examined using role
               play and video gaming in the
               social studies classroom
             • Students had to play a video
               game over the course of the
               semester
             • Students participated in a One
               Minute History project with
               high school students
             • Students had to create a
               homemade PowerPoint game
               that covered 8th Grade GPS
Video Game Journal
• After the students
  chose the game they
  had to keep a journal
• Journal consisted of
  directed questions
  asked by the instructors
• Students would answer
  the questions in WebCT
  and respond to one
  another
Some Questions Asked Were:
• Why did you select the particular game that you purchased? What
  are your first impressions of playing the game?
• Have someone of the opposite gender, not in this class, play your
  game for at least one (1) hour. Based on your reading of Dickey and
  that person's experiences, how is your game perceived by the
  opposite gender?
• Based on your reading of Gee and your own game play
  experience, have you experienced the things that Gee has described?
  Explain.
• Squires completed his Ph.D. dissertation on using Civilization in
  middle school and high school history classrooms, can your game
  be used in a social studies classroom? If so, how? If not, why not?
  Be specific and use both the Georgia Performance Standards and
  the National Council of Social Studies standards in your discussion.
From The Journals
           Seven Themes Emerged
•   Game Preference
•   Educational Value of the Game
•   Learning and Game Play
•   Good Games and Their Characteristics
•   Bad Games and Their Characteristics
•   Game Components
•   Gender Issues In Gaming
Game Preference
• Competition Among
  Friends
• Type of Gaming System
  they had available
• Will the Game Fit For
  Their Purpose For Class
• Previous Knowledge Of
  Game (Halo
  Series, Tiger Woods
  Golf)
Educational Value of the Game
               • They Believe Gaming
                 Gives Computer
                 Confidence
               • Get Across Difficult
                 Concepts In A Way That
                 Is Meaningful and Long
                 Lasting
               • Applies “Real Life”
                 Pressure In A Safe
                 Environment
Learning and Game Play
• Great For Factual
  Learning
  (Vocabulary, Dates)
• Teach Higher Order
  Thinking Skills (Problem
  Solving)
• Build Community and
  Team Work In
  Multiplayer Mode
Good Games and Their Characteristics
                  • Detail Of the Game
                  • The More
                    Challenging, the Better
                    (Reality of Challenges)
                  • Well Designed A.I.
                    Makes the Game
                    Accessible To the Player
Bad Games and Their Characteristics
• Baby Sitting Purposes
  (No Challenge)
• Must Have Clear Goals
  and Objectives
• Use of Profanity For
  Shock and Not Part of
  Plot Movement
Game Components
        • First Was Features
          (Controls, Narration, Cle
          ar Instructions)
        • Second Was Content
          (Will This Cover A
          Standard)
        • Third Was Rules (What
          Was the Degree of
          Reality)
Gender Issues In Gaming
• Women Have Different
  Motor Skills Than Men
• Women Spatially
  Challenged With Some
  Games
• Women’s Motivation
  Increased With the
  Availability of Women
  Playable Characters
• Women Love the Wii
Conclusions
• Pre-Service Teachers    • Games Must Have Clear
  Feel Strongly That        Goals and Accessible
  Games Are An              Controls To Be Useful
  Important Part of       • Not All Games Are
  Learning In A 21st        Beneficial For
  Century Classroom         Classroom Use
• Issues of Gender Need   • Games Can Build
  To Be Addressed In        Community
  Gaming                  • More Research Needs
• Games Do Fit In The       To Be Done In This Area
  Curriculum
We Welcome Your Questions

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SITE 2009 - Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium

  • 1. Gaming and the Pre-Service Teacher Dr. Michael Barbour Wayne State University Mr. Mark Evans Gainesville State College Mr. Sacip Toker Wayne State University
  • 2.
  • 3. Description of Class • It was open to all majors in the University • Gender breakdown: 4 women 16 men • Racial breakdown: All students were White save for one who was of Asian descent. • SES: All students were from middle class backgrounds and above
  • 4. Description of the Course • Course took place Winter Session 2007 • Course examined using role play and video gaming in the social studies classroom • Students had to play a video game over the course of the semester • Students participated in a One Minute History project with high school students • Students had to create a homemade PowerPoint game that covered 8th Grade GPS
  • 5. Video Game Journal • After the students chose the game they had to keep a journal • Journal consisted of directed questions asked by the instructors • Students would answer the questions in WebCT and respond to one another
  • 6. Some Questions Asked Were: • Why did you select the particular game that you purchased? What are your first impressions of playing the game? • Have someone of the opposite gender, not in this class, play your game for at least one (1) hour. Based on your reading of Dickey and that person's experiences, how is your game perceived by the opposite gender? • Based on your reading of Gee and your own game play experience, have you experienced the things that Gee has described? Explain. • Squires completed his Ph.D. dissertation on using Civilization in middle school and high school history classrooms, can your game be used in a social studies classroom? If so, how? If not, why not? Be specific and use both the Georgia Performance Standards and the National Council of Social Studies standards in your discussion.
  • 7. From The Journals Seven Themes Emerged • Game Preference • Educational Value of the Game • Learning and Game Play • Good Games and Their Characteristics • Bad Games and Their Characteristics • Game Components • Gender Issues In Gaming
  • 8. Game Preference • Competition Among Friends • Type of Gaming System they had available • Will the Game Fit For Their Purpose For Class • Previous Knowledge Of Game (Halo Series, Tiger Woods Golf)
  • 9. Educational Value of the Game • They Believe Gaming Gives Computer Confidence • Get Across Difficult Concepts In A Way That Is Meaningful and Long Lasting • Applies “Real Life” Pressure In A Safe Environment
  • 10. Learning and Game Play • Great For Factual Learning (Vocabulary, Dates) • Teach Higher Order Thinking Skills (Problem Solving) • Build Community and Team Work In Multiplayer Mode
  • 11. Good Games and Their Characteristics • Detail Of the Game • The More Challenging, the Better (Reality of Challenges) • Well Designed A.I. Makes the Game Accessible To the Player
  • 12. Bad Games and Their Characteristics • Baby Sitting Purposes (No Challenge) • Must Have Clear Goals and Objectives • Use of Profanity For Shock and Not Part of Plot Movement
  • 13. Game Components • First Was Features (Controls, Narration, Cle ar Instructions) • Second Was Content (Will This Cover A Standard) • Third Was Rules (What Was the Degree of Reality)
  • 14. Gender Issues In Gaming • Women Have Different Motor Skills Than Men • Women Spatially Challenged With Some Games • Women’s Motivation Increased With the Availability of Women Playable Characters • Women Love the Wii
  • 15. Conclusions • Pre-Service Teachers • Games Must Have Clear Feel Strongly That Goals and Accessible Games Are An Controls To Be Useful Important Part of • Not All Games Are Learning In A 21st Beneficial For Century Classroom Classroom Use • Issues of Gender Need • Games Can Build To Be Addressed In Community Gaming • More Research Needs • Games Do Fit In The To Be Done In This Area Curriculum
  • 16. We Welcome Your Questions