Games in Education Videoconference

WHEN: May 23, 2008 8:45-2:30
WHERE: PBS 45 & 49 (via Interactive Video Conference at ITSCO)
COST: $20 (Lunch is provided)

Registration Form

Agenda

9 AM to 9:50AM Teresa Franklin Ohio University
The Impact of Second Life on Classroom Learning

10 AM to10:50 AM Mark Smearcheck - Ohio University
Overview of Educational Computer Game Design Using Flash

11 AM to11:50 AM Chris Atchison - Ohio Supercomputer Center
Reducing the Fear of Using Educational Gaming in the Classroom

Noon to 12:30¬İPM Lunch
Ria Mastromatteo, PBS 45 & 49
Antarctica: 90 Degrees South The Game

12:40 PM to1:30 Michele Dickey - Miami University
Using Worlds of Warcraft in the Education Environment

1:40 PM to 2:30 PM Commercial Game Demos
Dot Neale - IBM and Tryscience.org - PowerUp at www.powerupthegame.org
Dimension M
- Online and multiplayer gaming at www.dimensionm.com


Teresa Franklin: The Impact of Second Life on Classroom Learning
The use of virtual environments such as Second Life is an emerging technology in the field of education and workforce training. This session will describe how the use of Teen Second Life can help teachers improve the learning of science and workforce skills, as well as provide learners with opportunities to problem-solve, learn content and develop technology skills.

Mark Smearchreck: Overview of Educational Computer Game Design Using Flash
The objective of this session is to present education computer games created as part of an educational research project and to discuss design techniques used in the game development process. A brief demonstration of these games will be used to provide a basis for the presentation. Game design factors will be discussed including research to support the effectiveness of the educational modules.

Chris Atchison: Reducing the Fear of Using Educational Gaming in the Classroom
We will take a look at the stigma of educational gaming in today's classrooms, cover a brief overview of gaming in the low-to high-technology spectrum, and at overcoming the fear of using educational gaming in the classroom.

Ria Mastromatteo: Antarctica - 90 Degrees South The Game
This is the first look at the simulation we created here at the PBS 45 & 49. It's directed at middle school students and, like the Oregon Trail game, challenges students to get to a destination, the South Pole. After beta testing, it will be available to schools.

Michele Dickey: Using Worlds of Warcraft in the Education Environment
Much has been written about the potential of using games for teaching and learning, yet relatively little research has been conducted about how game culture and the use of play might impact classroom dynamics This session will present the impact of using the popular online game World of Warcraft for teaching game design and how the use of the game impacted student-to-student dynamics, course dynamics and teacher/student dynamics.

PowerUp is a free, online multiplayer game that allows students to experience the excitement and the diversity of modern engineering. Every student should be able to see a possible role as an engineer contributing to a better community. Playing PowerUp, students work together in teams to investigate the rich, 3D game environment and learn about the environmental disasters that threaten the game world and its inhabitants.

DimensionM is an immersive video game world that engages students in the instruction and learning of mathematics. Pre-algebra and algebra objectives are covered through a series of missions that bring math into a world that today's students understand.