This document summarizes a presentation about using video game design programs to teach the Common Core standards. It discusses how games can engage and motivate students to learn. Games programming curriculum allows students to learn skills while earning college credits. It highlights how games can incorporate math, science, literacy and other subjects. The presentation argues that games relate to standards and provide experience with STEM fields and workforce skills like problem solving.
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Connections v7
1. Pac-Man and the Common Core
Presenters:
Mr. Doug French Lake County Schools Technology Campus
dfrench@techcampus.org
Mr. Joe Judge Lake County Schools Technology Campus and
jjudge@techcampus.org College of Lake County
Connections 2013 Pac man and the common core
2. Video Game Design Programs
The Students Learn while they earn
college credits(Dual Credit)
Deliver Instruction using methods
which embrace todays technology
(Industry Standards)
Enable todays learners to become
creators of technology (Competitive
Advantage)
Aligned in support of core
curriculum (STEM)
Connections 2013 Pac man and the common core
3. Why Games?
1. Because Students Learn from games
2. Because games Relate to Standards.
3. Because games are S.T.E.M. in action.
4. Because games are Addictive
Along the way we will show how this is used in
our games programming curriculum and
college credit.
Connections 2013 Pac man and the common core
4. 1. Because students learn from
gaming.
Connections 2013 Pac man and the common core
12. Name Change and Enrollment
Class name changed from
AP computer science to
Java, C++ and Games Programming.
Enrollment nearly doubled the next
year.
Connections 2013 Pac man and the common core
13. Core Curriculum coming together in a Game
Math
Social
Science
Studies
Literacy Art
Connections 2013 Pac man and the
common core
21. Why Dual Credit and NOT AP?
Student Learns Material
Student is assessed
Credits granted by higher education
institution
Connections 2013 Pac man and the common core
22. VALUE of dual credit
Connections 2013 Pac man and the common core
23. 3. Games are STEM in action.
Connections 2013 Pac man and the common core
24. SCIENCE: Simulating Physics
Ian Hunter Grant
Luis Marquez, Warren
Connections 2013 Pac man and the common core
25. TECHNOLOGY: Physics and Math
Rigid
Body
Rag doll
physics
Connections 2013 Pac man and the
common core
32. Can we play
I WANT to play! too?!
Connections 2013 Pac man and the common core
33. Preparing for the workforce
Connections 2013 Pac man and the common core
34. Follow Up with Us:
www.techcampus.org
Connections 2013 Pac man and the common core
35. Resources
Links on Millennial Learners
http://www.apa.org/monitor/2010/03/undergraduates.aspx
http://www.drtomlifvendahl.com/Millennial%20Characturistics.pdf
http://achievementstrategies.org/
Links on Curriculum Development
http://halo.bungie.net/projects/halo/asset_thumb_viewer.aspx?at
=52&cc=25
http://www.csunplugged.org/
http://education.mit.edu/papers/MovingLearningGamesForward_E
dArcade.pdf
Connections 2013 Pac man and the common core
36. Sites that came up in discussion:
http://csta.acm.org/ Computer Science Teachers Association
http://www.csunplugged.org/ Computer Science Unplugged for activities
promoting STEM and computer science that DO NOT even need a computer.
https://projectfun.digipen.edu/ Digipen Institute of Technology, creator of the
curriculum we use at Tech Campus.
http://area.autodesk.com/ Autodesk makers of 3ds max, mud box, motion builder,
Maya and other end game art asset tools.
https://www.dreamspark.com/ Microsoft compilers and tools for students
http://www.gamemaker.nl/ for a non programming way to make games. Includes
Spanish version documentation.
Connections 2013 Pac man and the common core
Editor's Notes
#2: This presentation was made at the Connections Conference in 2013.The presentation took place in the day 1, following lunch. This was one of 21 concurrent sessions, so there may be conference attendees who missed the presentation who would appreciate seeing the slide deck. Ran a highlight reel looping before the presentation and even during the Q/A The highlights include student samples such as 3d renderings, short animations, 2D video game gameplay.Based on feedback and requests from the presentation will add images of the lab and the student's in action.
#3: What we do, Build credibility with the audience.Based on feedback from the audience will add details about the lab computers.
#4: Tell them what we are going to tell them.Tell themTell them what we told them.
#5: Introduce that Games are a natural way for learning. Video games, board games, even the unplugged activities can lead students to better understanding.
#6: Cite reference of Dr. Bobb Darnell of the Achievement Strategies Group.
#8: Pause for effect and ask for show of hands Who Played Pac ManHow about Mario?Do you know what a GOOMBA is?If you saw a goomba, you would probably recognize itExperience is a good teacher.
#10: Reflect and Improve.As Professional Educators we know that reflection and improving are key to growth.Students know that this is how they learn from playing games.This is a natural base to bridge into the classroom practices of DO OVERS ARE OKAY!Life does have do overs.How many people have ever sent back a meal?How many people do you know that are on Marriage number 2 or higher.
#11: Generation YThose born after 1990 are Millennial.They are low on soft skills such as conversation, not taught cursive, and do know how to type, sometimes faster on their phone keypad than a computer.They are not phased by technology and are not irritated to a point they want to destroy it like earlier generations were.
#12: To teach today, one must become a video game programmer?
#13: Change from Logic Based reports, to creation of technologyInvestment in TechnologyReputation of program based on experiences of studentsChange from AP to College Dual CreditEvolution of teaching along with the learning styles
#14: Talking Points include the combo of the Core Curriculum and the need for all the skills to be used to make a game.
#15: Suggestions on picking articles.Provide Current Culture Topics Add depth to otherwise superficial understanding.Ride the wave of interest.E.G. A major church is electing a new head, could the students render a chimney with white smoke to show a significant current event.If it does not engage the students, why bother?
#18: Segmenting or packaging experiences to reward in incremental portions and encourage personification and identification with achievements.Recognize AchievementsReward InnovationProvide GuidanceEmphasize IterationModel ImprovementsIndividuals should balance their strengths and weaknesses.
#19: Students will understand the roots of their vocation and know the references of the industry including the best and worst.
#20: State of Washington standards mapped to Digipen Curriculum.Lesson Plans indicating specific learning outcomes.Scene below guest speaker discusses UNITY as a game engine used in alumni work on screen and potentially in online gaming in the future.
#21: 21st century skills and daily outcomes supported by visiting professionals (WMS Gaming Vice President addresses the class on what it is like in the gaming industry in class. .
#22: In AP the Student Studies.Student prepares for standard testStudent pays to sit for testing.Scores can be submitted for consideration of credits.NOT HONORED BY A LIST OF SCHOOLS.Student Studies.Student completes content aligned to Course Reference Document.Grant money has paid for tuition.Student has a college transcript with credits and a G.P.A to transfer.
#23: As a college class acts of plagiarism can have substantial impact.A college transcript may be with the student for a long time to comeFERPA is different for Colleges. Student privacy for college students does not apply to these High School students unless emancipated. RIGOR = CRF / Syllabus + Grading Rubrics.
#26: Discussion of physics of a non skelitonized rigid body such as a chess piece versus a human body with a structure including parents and children. Students find by way of experimentation that kinnect can be fooled into thinking their hoody is a small person. Playful experimentation develops understanding and leads to developments.Microsoft R&D finds adding a vibration to Kinnect cameras can reduce artifacts.Looking to add a second kinnect for better data.
#27: Adding contemporary references helps to trigger prior knowledge and sets the stage to hug and bridge new information to todays learners. Be CurrentBe Relevant.
#30: The addictive qualities of games can be leveraged as a topic that ignites passion.Historical time period examples of video games can bring excitement to history.Assassins Creed III is based on the American revolutionary war.True to period vehicles, backgrounds, and weaponry can be found in a variety of games.
#31: Quick 3 slides about the soft skills that come with the topic and relevance.
#32: Quick 3 slides about the soft skills that come with the topic and relevance.Play a game like Light Bot and learn logic, loops, functions without realizing it!
#33: Quick 3 slides about the soft skills that come with the topic and relevance.
#35: Sites that came up in discussion:http://csta.acm.org/ Computer Science Teachers Associationhttp://www.csunplugged.org/ Computer Science Unplugged for activities promoting STEM and computer science that DO NOT even need a computer.https://projectfun.digipen.edu/ Digipen Institute of Technology, creator of the curriculum we use at Tech Campus.http://area.autodesk.com/ Autodesk makers of 3ds max, mud box, motion builder, Maya and other end game art asset tools.https://www.dreamspark.com/ Microsoft compilers and tools for studentshttp://www.gamemaker.nl/ for a non programming way to make games. Includes Spanish version documentation.