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DAY TWO Creative Outlets CONFRATUTE 2014
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DAY TWO Creative Outlets CONFRATUTE 2014

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Brian Housand, PhD …

Brian Housand, PhD
brianhousand.com

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  • 1. DAY 2 INCUBATION
  • 2. INCUBATION
  • 3. Games are the most elevated form of investigation.
  • 4. 20%
  • 5. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY COMPUTE R USE INTERNE T USE CELL PHONE USE VIDEO GAME PLAY
  • 6. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY VIDEO GAME PLAY
  • 7. (Papert, 1993) Computers serve best when they allow everything to CHANGE
  • 8. Video games teach children what computers are beginning to teach adults--that some forms of learning are fast-paced, immensely compelling, and rewarding. - Seymour Papert
  • 9. The fact that they are enormously demanding of one's time and require new ways of thinking remains a small price to pay (and is perhaps even an advantage) to be vaulted into the future. - Seymour Papert
  • 10. Not surprisingly, by comparison school strikes many young people as slow, boring, and frankly out of touch. - Seymour Papert
  • 11. REAL GAMES VS. EDUCATIONAL GAMES
  • 12. “There is nothing that is NOT possible.”
  • 13. SURVIVAL OR CREATIVE
  • 14. UNLIMITED You can make it into whatever you want it to be.
  • 15. FOR aLL INTENTS aND PURPOSES, IT IS A SPACE WHERE YOU ARE GOD
  • 16. If you are impatient then this may not be the gAme for you
  • 17. gamestarmechanic.com
  • 18. CONSUMERS PRODUCERS
  • 19. www.truthandtrolls.com
  • 20. 62
  • 21. code.org/learn