iPads want ROVER Play Sigma Prime Play http://ma-us-en-pr.whizz.com/flash/ex/MA_GBR_1025CAx0200.swf Introducing myself and my game-playing classroom. Small group introductions--answering the question "why did you come to a session about gaming?" and "what motivates kids to play an edugame, or any game? Go beyond 'fun'--what makes it fun?" Brainstorm document (linked from edtech2020.com) Sumdog shows alternative motivators to "Save the Princess" Demo of Games: a quick brush-over of the best games available for free. Participants get a sense for what is "out there" and will select 2 options for further exploration. Participants spend time with the games they've chosen. HandUp-PairUp: Participants put a hand up in the air, and when the music stops they'll find another up-in-the-air hand and join forces to compare notes on what games they've tried and liked. Supporting Research = Harnessing the Power of Video Games for Learning (http://www.fas.org/gamesummit/), is a 2006 report from the Federation of American Scientists that details the current state of instructional gaming and calls for increased research. |
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