Playing+to+Learn

=Playing to Learn: Using Games and Simulation in the Classroom= Presenter: Andy Petroski - Harrisburg University Room 106B 9:15 - 10:00 and 12:00 - 12:45

Session Description
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom.

[|What do you want to focus on today?]
 * Poll**

Resources
[|PPT Presentation]

[|Jeopardy Labs] [|Games in a Flash]
 * Simple Games**

[|Route Games] [|Games for Change] [|Nobel Prize Games] The Spill ([|Using The Spill in the Classroom]) [|BioNetwork] [|Financial Entertainment] [|ActOn MBA Sims] [|Cisco Games Arcade] [|Hot Shot Business] [|TimeZAttack] [|Ed Heads]
 * Serious Games**

[|Climate Challenge] [|Jason Project] [|Forio] [|PhET] [|Lemonade Stand]
 * Cause and Effect / Spreadsheet**

[|Bayer Diagnostics] [|Froguts] [|Tips on Tap]
 * Physical**

[|Negotiating for Results] [|Leave Approval] [|Crime Scene Investigation] [|Employee Security]
 * Soft Skill**

[|Covalent Performance Management Software] [|Insert Animation or Movie into PDF]
 * Software**

[|Studies Show the Benefits of Video Game Playing] [|The Effectiveness of Games for Educational Purposes: A Review of the Research]

[|Quest2Learn School]

[|Digital Games in Schools: A Handbook for Teachers]