Connected LearningDani Herro, Clemson University@daniherroGaming the System with Meaningful Play
BackgroundAugmented Reality (Squire)WOW (Steinkuehler)New Media Literacies (Jenkins et al.)Games+Learning+SocietyWhitepape...
what next?
Connected Learning
*disclaimer*I don’t know everything.#gls9daniherro
What is connected learning?What might it mean to me?my students?Where do I begin?
personal interestspassionshome, school, peer cultureproduction centeredacademically oriented
personal interestspassionshome, school, peer cultureproduction centeredacademically orientedDigital MediaNetworks
Arguments to bring games into classrooms (Gee, 2003, 2004,2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 200...
A few statistics...
kids and gaming
PROFILE of a GAMER(Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)
The RealityTechnology, digital media andgame-like tools, thinking orenvironments is pervasive.The world we live in
GAMIFICATION
Why does this matter?
Media, Simulated and Game-basedFuturesReal-world problemsSocial and cultural contextsSimulated environmentsVisualCollabora...
BothGame play or gamedesign?Games
Principles of Good Games - for players and designersto consider (Gee)
Identity
Interaction
Production
Risk-Taking
Challenge
Agencycontrol + ownershipunderstanding who you are so you can serve othersallows you to take riskssupports productivitymak...
education
Where do I look?How do I connect research to practice?
Games+Learning+Society
WIDSThe connection....what might you find here?Projects
DML Central
The ConnectionWhat might you find here?TextProfessionalDevelopment
Institute of Play
The ConnectionWhat might you find here?
Games for Impact
The ConnectionWhat might you find here?
d.school http://www.k12lab.org/
The ConnectionWhat might you find here?
In Practice: Examples
Lucas GillispieEdurealms.com
Peggy Sheehy
Meet Patrick
Game Design CurriculumIdentityIdentityInteractionInteractionProductionProductionRisk TakingRisk TakingCustomizationCustomi...
• ARIS + TED Talks - (iPod Touch)• Blackboard + Google Apps (Docs, Sites, Forms)• Scratch, Kodu• PhotoShop• Skype, Google ...
The aftermath~Computer Science Principles: Computational Thinking Practices (The CollegeBoard, 2011)~Computer Science Teac...
Final NotesIMPACT?
Inspiration in the School of Education - Clemson
#Riot
ReferencesGee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmill...
Links to resourcesARIS http://arisgames.org/Edurealms http://edurealms.com/Kodu http://www.kodugamelab.com/MIT App Invento...
GLS - Herro
GLS - Herro
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GLS - Herro

  1. 1. Connected LearningDani Herro, Clemson University@daniherroGaming the System with Meaningful Play
  2. 2. BackgroundAugmented Reality (Squire)WOW (Steinkuehler)New Media Literacies (Jenkins et al.)Games+Learning+SocietyWhitepapers, Reports & Trends
  3. 3. what next?
  4. 4. Connected Learning
  5. 5. *disclaimer*I don’t know everything.#gls9daniherro
  6. 6. What is connected learning?What might it mean to me?my students?Where do I begin?
  7. 7. personal interestspassionshome, school, peer cultureproduction centeredacademically oriented
  8. 8. personal interestspassionshome, school, peer cultureproduction centeredacademically orientedDigital MediaNetworks
  9. 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. 10. A few statistics...
  11. 11. kids and gaming
  12. 12. PROFILE of a GAMER(Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)
  13. 13. The RealityTechnology, digital media andgame-like tools, thinking orenvironments is pervasive.The world we live in
  14. 14. GAMIFICATION
  15. 15. Why does this matter?
  16. 16. Media, Simulated and Game-basedFuturesReal-world problemsSocial and cultural contextsSimulated environmentsVisualCollaborativeBlurring of reality/fantasy
  17. 17. BothGame play or gamedesign?Games
  18. 18. Principles of Good Games - for players and designersto consider (Gee)
  19. 19. Identity
  20. 20. Interaction
  21. 21. Production
  22. 22. Risk-Taking
  23. 23. Challenge
  24. 24. Agencycontrol + ownershipunderstanding who you are so you can serve othersallows you to take riskssupports productivitymakes challenge feel comfortable
  25. 25. education
  26. 26. Where do I look?How do I connect research to practice?
  27. 27. Games+Learning+Society
  28. 28. WIDSThe connection....what might you find here?Projects
  29. 29. DML Central
  30. 30. The ConnectionWhat might you find here?TextProfessionalDevelopment
  31. 31. Institute of Play
  32. 32. The ConnectionWhat might you find here?
  33. 33. Games for Impact
  34. 34. The ConnectionWhat might you find here?
  35. 35. d.school http://www.k12lab.org/
  36. 36. The ConnectionWhat might you find here?
  37. 37. In Practice: Examples
  38. 38. Lucas GillispieEdurealms.com
  39. 39. Peggy Sheehy
  40. 40. Meet Patrick
  41. 41. Game Design CurriculumIdentityIdentityInteractionInteractionProductionProductionRisk TakingRisk TakingCustomizationCustomizationWell-orderedWell-orderedproblemsproblemsSystem-thinkingSystem-thinkingDistributed knowledgeDistributed knowledge
  42. 42. • ARIS + TED Talks - (iPod Touch)• Blackboard + Google Apps (Docs, Sites, Forms)• Scratch, Kodu• PhotoShop• Skype, Google Hangout• YouTubeVideos• Daqri - QR Codes
  43. 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. 44. Final NotesIMPACT?
  45. 45. Inspiration in the School of Education - Clemson
  46. 46. #Riot
  47. 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.
  48. 48. Links to resourcesARIS http://arisgames.org/Edurealms http://edurealms.com/Kodu http://www.kodugamelab.com/MIT App Inventorhttp://appinventor.mit.edu/)Unity http://unity3d.com/WowinSchoolWiki http://wowinschool.pbworks.com/w/page/5268731/FrontPage
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