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2.

GOAL
Introduce you to games and simulations, as learning technology tools, so that you can begin to
explore ways in which you can incorporate them into your work environment.
3. Objectives
Offer a description of games and simulations.
4. Describe the history of games and simulations.
5. Identify the purpose of games and simulations,
as learning tools.
Present the leading tools for the creation of games and simulations.
6. Discuss considerations for the design, development
and implementation of games and simulations.
7. Games & Simulations Survey
8. What is a GAME?
A structured activity in which two or more participants compete within constraints of rules to
achieve an objective.
(American Society for Training and Development)
9. What is a Simulation?
An operational model, using selected components, of a real or hypothetical process, mechanism or
system.
(American Society for Training and Development)
10. Simulations and games are teaching and learning methods in which participants are directly
involved in making decisions and learning from the outcomes of these.
(Society for the Advancement of Games and
Simulations in Education and Training)
11. So what is the difference between
a Game and a Simulation?
VS
Source of Graphics- Microsoft ClipArt

12. Genres of Games


-Action -Fantasy role playing
-Fighting

-Adventure

-Driving or flying

-Multiplayer

-Sports -Massively multiplayer


-3D Shooter

role playing

-Card or board -Combination


-Strategy
13. Genres of Simulations
Branching stories
14. Interactive spreadsheets
15. The virtual lab
16. Minigames
Serious Games vs. Casual Games
A serious game is an interactive computer application, with or without a significant hardware
component, thatHas a challenging goal;
17. Is fun to play and/or engaging;
18. Incorporates some concept of scoring;
19. Imparts to the user a skill, knowledge,
or attitude that can be applied in the real world.
Source of Graphic- Amazon.com
20.
21. Source of Graphichttp://library.binghamton.edu/special/
link1.html
Source of Graphic- www.talkingproud.us
Source of Graphic- Wikipedia

The Link Trainer, or


Blue Box
Source of Graphic- www.link.com/img/history4.jpg
Source of Graphic- http://www.link.com/aircrew-training.html
22. Source of Graphics- Wikipedia , Wikispaces,
http://www.trimegistus.net/resources/resources/shannon.html
23. Source of Graphics- http://www.americasarmy.com/
24. Source of Graphic- http://www.gasmanweb.com/
Source of Graphic- unknown
25. Adventure
Space War
Source of Graphics- Wikipedia
26. PacMan
Pong
Source of Graphics- Wikipedia
27. Magnavox Odyssey system & games
Plug It In &
Play games
Source of Graphics- http://www.pong-story.com/odyssey.htm
Source of Graphic- unknown
28. Source of Graphic- www.handheldmuseum.com/MB/uVUS.htm
Source of all other graphics- Wikipedia
Source of Graphic- http://www.nintendo.com/ds
29. Source of Graphic- www.gamespot.com/mobile/puzzle/boggle/index.html
Source of Graphic- http://www.shockwave.com/gamelanding/lemonade.jsp
30. Why use Games & Simulations as a Learning Tool?
Games have many attributes that are associated with how people learnSocial

31. Research
32. Problem solving
33. Transfer
34. Experiential
Leading Tools for the Development of Games
35. Leading Tools for the Development of Simulations
36. Design Considerations for Games & Simulations
37. Development Considerations for
Games & Simulations
Overseeing the asset list
Adhering to production schedule & tracking project
Managing the human resources
Being flexible and responsive to needs
Coding for platforms
Utilizing a game engine
Performing quality assurance
38. Implementation Considerations for
Games & Simulations
Equipment
Development
Resources
Support Resources
Facilities
Integration with Curriculum
39. Games are still in an early stage of evolution.
Although they can be effective learning environments, not all games are effective nor are all games
educational. Games are now being designed based on learning theory and research. Their
effectiveness rests on the massively multiplayer immersive worlds they create, where learners learn

to be and a social network surrounds the learner. The time has come for games to be reintegrated
with education (learning), ending a longstanding rift
between work and play.
(Diana Oblinger)

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