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Camp Creation
Robots aren’t just kid’s play, they are so much more! See what you can do
with a robot YOU design at Camp. Learn about the future while you have
                                       fun!
Have you ever wanted to travel around the world in a matter of minutes?
 Or to a faraway destination without leaving your computer? What about
 seeing the world through another person’s eyes? Come and experience
       the world of Virtual Reality to make ALL these things possible!
It’s great to love games and be a great gamer. But how would you like to
         take your game idea and learn how to CREATE this game
                  for others to play? Don’t just be a game
                              user, be a creator!
Robots are the new cool...
Educational Uses for Robots:

- Tutor: both as educational and emotional tutor for children
- Teaching Assistant: checking attendance, giving quizzes,
instructing, getting attention, leading activities
- A 2005 study reports significant achievement among the
robotic-based learning group when compared against non-
computer-based and web-based learners (Han et al, 2005).
Due to passivity of E-Learning environment and active
interaction with R-Learning.
Comparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008,
December).
Educational Goals in Employing Robots:



Allows a study of real-world issues with real-time interaction
of students
Enhances interdisciplinary team-work
Encourages critical thinking skills
Comparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008,
December).
Projects
Students will Design, Construct, and Program a robot. This
will develop flowcharting skills, math concepts,
conceptualizing and teamwork abilities.
Impact of robotics and geospatial technology interventions on youth STEM learning and attitudes, published in the Journal of Research
on Technology in Education, (2010, Summer).
Projects
Create a commercial on how robots can be useful in
education. This enables the campers to employ research
techniques and discover future trends and values in new
technical advances.
Projects
Create a marionette. This is an early form of a robot. Can
be designed form recyclable materials. Will instruct the
camper on how joints move, are formed, and rotate. Can be
either human or animal.
Virtual Reality


The future of education
Why is Virtual Reality important in
            Education?


It has been beneficial in aiding children with reporting
bullying incidents and confronting various social situations.
Kids are hesitant to report bullying face-to-face, but they are
more likely to act out different social situations in a virtual
world.
When kids feel safe at school, they are better able to
concentrate on school work.
http://sj.sunne.ws/2011/12/08/center-for-family-guidance-uses-virtual-reality-
Incorporating multitasking in a positive way.




   The current generation of teens and pre-teens use
   multitasking on a daily basis.
   Virtual reality is a good way to get kids involved in projects
   and literature in an interesting way.
   http://www.amle.org/Publications/MiddleSchoolJournal/Articles/January2012
Abstract concepts and ideas


Virtual Reality is useful in aiding students in subjects where
abstract concepts and ideas are present.
For example, math and science are two subjects where
many concepts cannot be physically seen when using pencil
and paper alone. Using virtual reality allows the student to
gain comprehension in abstract ideas.
http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/8814
Provides an interactive and engaging
           environment.


Students often grow tired of boring lectures and doing the
same traditional projects and assignments. VR allows the
student to become a part of the lesson and interject himself
into the world of learning.
Students are able to discover answers for themselves
instead of simply being told the answers by their teachers.
http://ezproxy.lib.uwf.edu/login?
url=http://search.proquest.com/docview/62496574?
accountid=14787
Second Life as a teaching tool

http://www.wcu.edu/ceap/houghton/mm/ch6/second_life.html
Projects for camp


•   Diversity Simulation – the students get to virtually have the
    experiences of another person. This is a lesson that can be
    implemented in a social studies lesson to teach diversity to
    students. It can also be used as an anti-bullying technique so
    that students can literally get to see what it is like to become
    another person.
•   Geometry Treasure Hunt – the students divide into two teams.
    One team designs the treasure hunt from one point of the school
    to another. The other team has to execute the treasure hunt.
    Both teams will be using geometry to design and execute the
    treasure hunts.
•   http://vhil.stanford.edu/projects/
Gaming is Fun - The Implications for using gaming in
education and our camp for this population is obvious and
researched.


The motivation to play with friends in a collaborative setting
has positive implications for education to
increase 21st Century learning skills.

Jesús Trespalacios, Chamberlin, B., & Rachel, R. G. (2011). Collaboration, engagement & fun: How youth preferences in
video gaming can inform 21st century education. TechTrends, 55(6), 49-54. doi: http://dx.doi.org/10.1007/s11528-011-

0541-5
Why is Gaming important to be integrated
        into our Creative Camp

    This population is considered the gamer-generation or net-
    generation. They have grown up with computer games and
    other technology. We can engage them in this technology.
    Gaming offers active participation, social interaction,
    collaboration, and technology usage in general. This
    generation responds to this type of education.
    Gamers who play strategy games score higher on actively
    open-minded thinking. Involvement in gaming is associated
    with higher open-minded thinking. There is a direct
    relationship between gaming and critical thinking.

•   G. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529. Retrieved
    from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/881463870?accountid=14787
•   Sue, & Logan. (2011). Gamers and gaming context: Relationships to critical thinking. British Journal of Educational Technology, 42(5), 842-849.
    Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/898325484?accountid=14787
And, let’s not forget the popularity of gaming, especially in the U.S.

 According to PricewaterhouseCoopers (PwC), a consulting firm, the global video-game market was
  worth around $56 billion last year, and has grown by over 60% since 2006, when the Nintendo Wii
    console was launched. The gaming industry is more than twice the size of the recorded-music
industry, nearly a quarter more than the magazine business and about three-fifths the size of the film
 industry. PwC predicts that video games will be the fastest-growing form of media over the next few
years, with sales rising to $82 billion by 2015. The biggest market is America, whose consumers this
          year are expected to spend $14.1 billion on games, mostly on the console variety.
                                Here’s the forecast for the next 4 years:




   •     Shoot ‘em up: Video games will be the fastest-growing form of media. (2011, December 9). Retrieved from
         http://www.economist.com/blogs/graphicdetail/2011/12/daily-chart-0
Projects for Gaming


First, the camper will play a single-user educational game to
familiarize themselves with gaming, directions, game set up,
the controller, and the technology.
Second, the camper will engage in a multi-player game where
they interact, communicate, collaborate, and compete.
Then, most importantly, the camper will then create a video
game using Game Salad software, each student will start with
different template for their game and then add special rules,
and directions, to customize them. The child will be able to
upload their game into a thumb drive to download on their
computer, iPhones, iPads, iPods, or cell phones for future
personal use and at home use.
Gaming concepts and ideas



    The use of games in educational contexts has recently received
    growing attention and more usage for learning. They offer digital-age
    literacy, inventive thinking, effective communication, and high
    productivity. Effective communication is defined by teaming and
    collaboration, interpersonal skills, personal responsibility, social and
    civic responsibility, and interactive communication.
    Games help to teach understanding content and directions, following
    directions, and scaffolding their learning in a technological
    environment.
    Results shows that middle school students prefer to work in groups
    motivated by companionship, collaboration, competition, and
    challenge, all of which are offered in gaming.
•   Hui-Yin, & Shiang-Kwei. (2010). Using gaming literacies to cultivate new literacies. Simulation & Gaming, 41(3), 400-417. Retrieved from http://ezproxy.lib.uwf.edu/login?
    url=http://search.proquest.com/docview/742860773?accountid=14787

•   Jesus, & Barbara. (2011). Collaboration, engagement & fun: How youth preferences in video gaming can inform 21st century education. TechTrends: Linking Research and Practice to Improve Learning, 55(6), 49-
    54. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/964179627?accountid=14787

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Camp creation 8nov12 ppt

  • 1. Camp Creation Robots aren’t just kid’s play, they are so much more! See what you can do with a robot YOU design at Camp. Learn about the future while you have fun! Have you ever wanted to travel around the world in a matter of minutes? Or to a faraway destination without leaving your computer? What about seeing the world through another person’s eyes? Come and experience the world of Virtual Reality to make ALL these things possible! It’s great to love games and be a great gamer. But how would you like to take your game idea and learn how to CREATE this game for others to play? Don’t just be a game user, be a creator!
  • 2. Robots are the new cool...
  • 3. Educational Uses for Robots: - Tutor: both as educational and emotional tutor for children - Teaching Assistant: checking attendance, giving quizzes, instructing, getting attention, leading activities - A 2005 study reports significant achievement among the robotic-based learning group when compared against non- computer-based and web-based learners (Han et al, 2005). Due to passivity of E-Learning environment and active interaction with R-Learning. Comparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008, December).
  • 4. Educational Goals in Employing Robots: Allows a study of real-world issues with real-time interaction of students Enhances interdisciplinary team-work Encourages critical thinking skills Comparative study on the educational use of home robots for children, published in Journal of Information Processing Systems, (2008, December).
  • 5. Projects Students will Design, Construct, and Program a robot. This will develop flowcharting skills, math concepts, conceptualizing and teamwork abilities. Impact of robotics and geospatial technology interventions on youth STEM learning and attitudes, published in the Journal of Research on Technology in Education, (2010, Summer).
  • 6. Projects Create a commercial on how robots can be useful in education. This enables the campers to employ research techniques and discover future trends and values in new technical advances.
  • 7. Projects Create a marionette. This is an early form of a robot. Can be designed form recyclable materials. Will instruct the camper on how joints move, are formed, and rotate. Can be either human or animal.
  • 9. Why is Virtual Reality important in Education? It has been beneficial in aiding children with reporting bullying incidents and confronting various social situations. Kids are hesitant to report bullying face-to-face, but they are more likely to act out different social situations in a virtual world. When kids feel safe at school, they are better able to concentrate on school work. http://sj.sunne.ws/2011/12/08/center-for-family-guidance-uses-virtual-reality-
  • 10. Incorporating multitasking in a positive way. The current generation of teens and pre-teens use multitasking on a daily basis. Virtual reality is a good way to get kids involved in projects and literature in an interesting way. http://www.amle.org/Publications/MiddleSchoolJournal/Articles/January2012
  • 11. Abstract concepts and ideas Virtual Reality is useful in aiding students in subjects where abstract concepts and ideas are present. For example, math and science are two subjects where many concepts cannot be physically seen when using pencil and paper alone. Using virtual reality allows the student to gain comprehension in abstract ideas. http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/8814
  • 12. Provides an interactive and engaging environment. Students often grow tired of boring lectures and doing the same traditional projects and assignments. VR allows the student to become a part of the lesson and interject himself into the world of learning. Students are able to discover answers for themselves instead of simply being told the answers by their teachers. http://ezproxy.lib.uwf.edu/login? url=http://search.proquest.com/docview/62496574? accountid=14787
  • 13. Second Life as a teaching tool http://www.wcu.edu/ceap/houghton/mm/ch6/second_life.html
  • 14. Projects for camp • Diversity Simulation – the students get to virtually have the experiences of another person. This is a lesson that can be implemented in a social studies lesson to teach diversity to students. It can also be used as an anti-bullying technique so that students can literally get to see what it is like to become another person. • Geometry Treasure Hunt – the students divide into two teams. One team designs the treasure hunt from one point of the school to another. The other team has to execute the treasure hunt. Both teams will be using geometry to design and execute the treasure hunts. • http://vhil.stanford.edu/projects/
  • 15. Gaming is Fun - The Implications for using gaming in education and our camp for this population is obvious and researched. The motivation to play with friends in a collaborative setting has positive implications for education to increase 21st Century learning skills. Jesús Trespalacios, Chamberlin, B., & Rachel, R. G. (2011). Collaboration, engagement & fun: How youth preferences in video gaming can inform 21st century education. TechTrends, 55(6), 49-54. doi: http://dx.doi.org/10.1007/s11528-011- 0541-5
  • 16. Why is Gaming important to be integrated into our Creative Camp This population is considered the gamer-generation or net- generation. They have grown up with computer games and other technology. We can engage them in this technology. Gaming offers active participation, social interaction, collaboration, and technology usage in general. This generation responds to this type of education. Gamers who play strategy games score higher on actively open-minded thinking. Involvement in gaming is associated with higher open-minded thinking. There is a direct relationship between gaming and critical thinking. • G. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/881463870?accountid=14787 • Sue, & Logan. (2011). Gamers and gaming context: Relationships to critical thinking. British Journal of Educational Technology, 42(5), 842-849. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/898325484?accountid=14787
  • 17. And, let’s not forget the popularity of gaming, especially in the U.S. According to PricewaterhouseCoopers (PwC), a consulting firm, the global video-game market was worth around $56 billion last year, and has grown by over 60% since 2006, when the Nintendo Wii console was launched. The gaming industry is more than twice the size of the recorded-music industry, nearly a quarter more than the magazine business and about three-fifths the size of the film industry. PwC predicts that video games will be the fastest-growing form of media over the next few years, with sales rising to $82 billion by 2015. The biggest market is America, whose consumers this year are expected to spend $14.1 billion on games, mostly on the console variety. Here’s the forecast for the next 4 years: • Shoot ‘em up: Video games will be the fastest-growing form of media. (2011, December 9). Retrieved from http://www.economist.com/blogs/graphicdetail/2011/12/daily-chart-0
  • 18. Projects for Gaming First, the camper will play a single-user educational game to familiarize themselves with gaming, directions, game set up, the controller, and the technology. Second, the camper will engage in a multi-player game where they interact, communicate, collaborate, and compete. Then, most importantly, the camper will then create a video game using Game Salad software, each student will start with different template for their game and then add special rules, and directions, to customize them. The child will be able to upload their game into a thumb drive to download on their computer, iPhones, iPads, iPods, or cell phones for future personal use and at home use.
  • 19. Gaming concepts and ideas The use of games in educational contexts has recently received growing attention and more usage for learning. They offer digital-age literacy, inventive thinking, effective communication, and high productivity. Effective communication is defined by teaming and collaboration, interpersonal skills, personal responsibility, social and civic responsibility, and interactive communication. Games help to teach understanding content and directions, following directions, and scaffolding their learning in a technological environment. Results shows that middle school students prefer to work in groups motivated by companionship, collaboration, competition, and challenge, all of which are offered in gaming. • Hui-Yin, & Shiang-Kwei. (2010). Using gaming literacies to cultivate new literacies. Simulation & Gaming, 41(3), 400-417. Retrieved from http://ezproxy.lib.uwf.edu/login? url=http://search.proquest.com/docview/742860773?accountid=14787 • Jesus, & Barbara. (2011). Collaboration, engagement & fun: How youth preferences in video gaming can inform 21st century education. TechTrends: Linking Research and Practice to Improve Learning, 55(6), 49- 54. Retrieved from http://ezproxy.lib.uwf.edu/login?url=http://search.proquest.com/docview/964179627?accountid=14787