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Computer Games, Simulations     1

EXECUTIVE SUMMARY #2 (Brown, J. 2004)

Computer Games, Simulations, and Virtual Activities in Education

Motivation for topic: NAEP 2003 study, and personal observation.

 

Talking Points

I.                    International Society for Technology in Education (ISTE, 2002) Technology Foundation Standards for social, ethical, and human issues when using computers in education.

II.                 Game Software

A.     Six questions to ask before launching game software in the classroom:

1. Does the game relate to grade-level curriculum?

2. Is the game intended to reinforce basic mathematics or language arts skills?

3. Does the game provide appropriate feedback?

4. Does the game require the user to take notes, ask questions, or go elsewhere for information?

5. Is the game limited, such that higher order thinking skills are not engaged?

6. Is the game in conflict with the Technology Foundation Standards for Students (ISTE, 2004)?

B.     Position against most computer games in the classroom. > Munchers, ELC, WWW

C.     Position for computer games with curriculum connections, custom skill levels with increased degree of difficulty, progress reports, and assessment. > Earobics

III.               Simulations

A.     Position for simulations: West Point Bridge Contest

B.     Public safety warning for engineers: GT STRUDL developer Dr. Emkin

IV.              Virtual Activities

A.     Position for virtual activities: Platonic solids > Hands-on activities

B.     Position against v/a: Tune-in or tune-out? > Virtual manipulatives > NCREL