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!
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