6. What is connected learning?What might it mean to me?my students?Where do I begin?
7. personal interestspassionshome, school, peer cultureproduction centeredacademically oriented
8. personal interestspassionshome, school, peer cultureproduction centeredacademically orientedDigital MediaNetworks
9. Arguments to bring games into classrooms (Gee, 2003, 2004,2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 2004; Squire 2005, 2006, Jenkins &Squire, 2004; Steinkuehler & King, 2009)Game-making as a window into rich meaning-making(Kafai 2006; Gee, 2007; Osterweil & Salen, 2009; Salen 2007; Steinkuehler, 2010;Torres, 2009)Game design curricula as a viable method of teachingcomplex and collaborative problem solving,strategizing, systems thinking and emulation of real-world processes (Barab et al, 2007; Gee, 2003; 2007; Shaffer, Squire, Halverson &Gee, 2005; Squire, 2008)Recent traction with national education initiatives andstudies (Project Tomorrow, 2010; US Department of Education, 2010)
10. A few statistics...
11. kids and gaming
12. PROFILE of a GAMER(Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)
13. The RealityTechnology, digital media andgame-like tools, thinking orenvironments is pervasive.The world we live in
15. Why does this matter?
16. Media, Simulated and Game-basedFuturesReal-world problemsSocial and cultural contextsSimulated environmentsVisualCollaborativeBlurring of reality/fantasy
17. BothGame play or gamedesign?Games
18. Principles of Good Games - for players and designersto consider (Gee)
24. Agencycontrol + ownershipunderstanding who you are so you can serve othersallows you to take riskssupports productivitymakes challenge feel comfortable
26. Where do I look?How do I connect research to practice?
28. WIDSThe connection....what might you find here?Projects
29. DML Central
30. The ConnectionWhat might you find here?TextProfessionalDevelopment
31. Institute of Play
32. The ConnectionWhat might you find here?
33. Games for Impact
34. The ConnectionWhat might you find here?
35. d.school http://www.k12lab.org/
36. The ConnectionWhat might you find here?
37. In Practice: Examples
38. Lucas GillispieEdurealms.com
39. Peggy Sheehy
40. Meet Patrick
41. Game Design CurriculumIdentityIdentityInteractionInteractionProductionProductionRisk TakingRisk TakingCustomizationCustomizationWell-orderedWell-orderedproblemsproblemsSystem-thinkingSystem-thinkingDistributed knowledgeDistributed knowledge
42. • ARIS + TED Talks - (iPod Touch)• Blackboard + Google Apps (Docs, Sites, Forms)• Scratch, Kodu• PhotoShop• Skype, Google Hangout• YouTubeVideos• Daqri - QR Codes
43. The aftermath~Computer Science Principles: Computational Thinking Practices (The CollegeBoard, 2011)~Computer Science Teachers Association (CSTA) K-12 Computer Science Standards(2011)~ISTE NETS for Computer Science
44. Final NotesIMPACT?
45. Inspiration in the School of Education - Clemson
47. ReferencesGee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.Gee, J. P. (2007). Good video games + Good learning: Collected essays on video games learning and literacy. New York, NY: Peter Lang.Gee, J. P. (2007).Kafai, Y. (2006). Playing and making games for learning: Instructional and constructional perspectives for game studies.Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virtenvironment for building higher order inquiry skills in science. Paper presented at the 2006 AERA AnnualMeeting, San Francisco, CA. Retrieved from http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdfKlopfer, E., Ostewil S., and Salen K., (2009). Moving learning gamesforward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade. Project Tomorrow. (2010). Creating our future: Students speak up about their vision for 21st century learningSpeak up 2009 national findings. Irvine, CA: Author. Available from http://www.tomorrow.org/speakup/pdfs/SU09NationalFindingsStudents&Parents.pdfSquire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate 1(6). doi:10.1.1.101.993Squire, K. D. (2008). Video games and education: Designing learnisystems for an interactive age. Educational Technology, 48(2), 17.Squire, K. D., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learningenvironment. Technology Trends, 49(5), 34–42.Squire, K.D. (2006). From content to context: Videogames as designed experiences. Educational Researcher (35) 8: 19-29Squire, K.D. (2011). Video gamand learning. Teaching and participatory culture in the digital age. Teachers College Press: New York, NYSquire, K., & Jenkins H. (2004). Harnessing the power of games in education. Insight (3) 1, 5-3Salen, K. (2007). Gaming literacies. Jl. of Educational Multimedia and Hypermedia. 16(3), pp. 301-322.Steinkuehler, C. (September, 2010). Video games and digital literacies. Journal of Adolescent &Adult Literacy. 54(1). pp. 61-63.Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (2012). A cross case analysis of two out-of-school programs based on virtual worlds. International Journal of Gaming and Computer MediatedSimulations (IJGCMS) 4(1), 25-54, January-March 2012.Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after schoolcontexts to support boys’ game-based literacy skillOn the Horizon, 17(1), 47-59.Torres, R. J. (2009). Learning on a 21st century platform: Gamestar Mechanic as a means to game design and systems-thinking skills within a nodal ecology. New Yorkuniversity: ProQuest Dissertations.U.S. Department of Education, Office of Instructional Technology (2010). Transforming American education: Learning powered by technology. Washington D.C.