Socialnetworking Madison


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  • Research from Univ. of Minn.
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  • New Jersey Teacher Middle School
  • Socialnetworking Madison

    1. 1. Using EVERYDAY Social Networking & Video Games in Learning<br />Liz Kolb, Ph.D.<br />University of Michigan<br />Madonna University<br /><br /><br /> (Presentation)<br />Liz’s Business Card:<br />Send a new text to: <br />50500<br />In message: <br />kolb <br /><br />
    2. 2. What Is Social Networking?<br />
    3. 3. Why Social Networking in learning?<br />Creating Positive Digital Footprints<br />53% of Employers Check Social Networking Sites For Potential Job Candidates<br />Showing students “how to set up or clean up profiles”<br />Communicate with MOST students<br />Communicate with SOME parents<br />Engage students by using a student technology “toy” and turning it into a learning “tool”!<br />
    4. 4. Social Networks Have Educational Benefits<br /><br />
    5. 5. Microblogging: Twitter<br />
    6. 6. WHAT IS TWITTER?<br />Micro-Blogging social network where you post messages in 140 characters or less. You can follow or be followed.<br />
    7. 7. Twitter in 1935<br />
    8. 8. Twitter in 2nd grade<br /><br />
    9. 9. Twitter in Higher Ed<br /><br />
    10. 10. More Examples of TWITTER in Education<br />Twitter Stories by Elementary Students<br /><br />High School English Teacher’s Office Hours<br /><br />Social Studies: Follow members of Congress<br /><br />English Twitter Assignment:<br />Gater Radio on Twitter:<br />
    11. 11. Facebook & Myspace<br />Most popular social networking sites amongst Teens<br />
    12. 12. Examples of Use<br />11th Grade <br />English<br />Facebook<br />Everyday Life Connects with Classroom Concepts <br />
    13. 13. Examples of Use<br />English 10<br />Great Gatsby<br />Facebook<br />Profiles that are characters from novel<br />
    14. 14. Examples of Use<br />AP English<br />Facebook<br />Reading Response<br />
    15. 15. Examples of Use<br />Language Arts<br />Class Homepage<br />Office Hours<br />
    16. 16. Examples of Use<br />Western Civilization<br />10th grade<br />MySpace<br />Medieval Spaces<br />Historical Figures<br />
    17. 17. Authors on Facebook<br />
    18. 18. Doctors on Facebook<br />
    19. 19. Study Groups<br />
    20. 20. Discussion Groups<br />
    21. 21. Activism/Fundraising<br />
    22. 22. Support hotlines<br />
    23. 23. Teachers on Facebook<br />
    24. 24. MAC Alum Facebook Prof. Network<br />UofM Secondary MAC Professional Networking Group<br />
    25. 25. Applications on FB for Learning<br />Polling<br />Connect with Native Speakers in Languages or Language Exchange with Other FL Students<br />Manage Books that students read<br />Create Flash Cards<br />Citation help<br />Organize class work<br />Learn about Middle Ages with KNighthood<br />Study group Organization<br />Math challenge<br />Conduct online courses<br />Homework Help Group<br />Calendars<br />Record Class Lectures and Post to FB<br />Make a Quiz<br />
    26. 26. Start a business or support a business<br />Students can create their own business and market via Facebook.<br />Students can team with a local business and market the local business.<br /><br />
    27. 27. Video games<br />
    28. 28. VOTE!<br /><br />
    29. 29. Why Video Games?<br />Games teach skills that employers want: analytical thinking, team building, multitasking and problem-solving under duress. Unlike humans, the games never lose patience. And they are second nature to many kids.<br />There&apos;s already an audience; more than 45 million homes have video-game consoles.<br />At-Risk students have shown to benefit from building their own video games<br />
    30. 30. Research on video games in education<br />Simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children&apos;s strategic thinking and planning skills. (BBC News, March 2002)<br />Doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004)<br />A detailed literature review on video games and learning can be found here:<br />
    31. 31. Video Gaming Statistics<br />97% of Teens (12-17) play video games<br />50% said they played “yesterday”<br />86% play on Consoles<br />73% play on computers<br />60% play on portable devices<br />48% play on cell phones<br />
    32. 32. 80% of Teens play at least 4 different genre of games<br />74% play racing games (NASCAR)<br />72% play puzzle games (Tetris)<br />68% play sports games (Madden)<br />67% play action games (Grand Theft Auto)<br />66% play adventure games (Legend of Zelda)<br />61% play rhythm games (Guitar Hero)<br />59% play strategy games (Civilization)<br />49% play simulation games (Sims)<br />36% play role playing games (Final Fantasy)<br />10% play Virtual Worlds <br />
    33. 33. Majority of Popular Games are NOT Violent<br />Guitar Hero<br />Halo 3<br />Madden NFL<br />Solitaire<br />Dance Dance Revolution<br />Madden NFL 08<br />Tetris<br />Grand Theft Auto<br />Halo<br />The Sims<br />* Games in red are considered “Violent”<br />
    34. 34. 1st National Survey on Video Games and Learning (2008)<br />Virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.<br /><br />
    35. 35. Teens Encounter both pro-social & anti-social behavior while gaming<br />78% report they frequently see other players being kind or helpful to those who are gaming<br />63% report seeing or hearing “people being mean or overly aggressive while playing”<br />49% report seeing or hearing “people being hateful, racist, or sexist” while playing<br />
    36. 36. Teen Gaming is Social<br />76% play games with others at least some of the time<br />65% play with other people in the room with them<br />27% play with others via the Internet<br />49% play with people they know offline<br />27% play with friends they have met online<br />23% play with both offline friends and online friends<br />
    37. 37. Parents<br />55% of parents say they “always” check a game’s rating before letting their kids play<br />90% of parents say they always know what games their children play<br />31% say they always or sometimes play games with their children.<br />62% of parents say video games have NO effect on their children.<br />19% say video games have a positive influence on their children<br />13% say video games have a negative influence on their children<br />5% say video games have both positive/negative influences depending on the game.<br />
    38. 38. Study Findings: Civics<br />Civilization IV & Democracy<br />More civic gaming experience=more civic engagement<br />
    39. 39. Nintendo DS<br />Some immediate benefits to using DS were:<br />limited or no training needed for teacher or students, <br />networked classroom instantly, <br />learning is transparent, <br />allows for differentiation, <br />teachers can tutor one on one without other students knowing, <br />low cost and multiplayer downloads.<br />
    40. 40. How Teacher’s use Nintendo ds<br />student response system,<br />math questions, <br />skill practice, <br />morning warm up, <br />discussion questions during read aloud, <br />finding evidence in the text they were reading, <br />paperless classroom, <br />station work, <br />tutoring one on one, <br />shared learning/instant networking, <br />grammar practice and review.<br />
    41. 41. Nintendo DS as Graphing Calculator<br />
    42. 42.
    43. 43. Japan: Wide Use<br />Each DS will feature <br />60 applications covering kanji, math, civics, physics, and history<br />Will allow students to take tests, do assignments, and hook up to the teacher&apos;s DS through wi-fi in order to receive real-time feedback on their work.<br /><br />
    44. 44. 2009: the Sacred Heart Senior National School in Ireland decided to use Nintendo DS gaming devices as and aid to teaching math.<br />3 classes spent 15 minutes a day using two games, Math Training and Brain Training. <br />In 6th grade, relative to their peers, the Nintendo group scored substantially better. Gains were “obvious and significant”.<br />In 5th grade, the average gain in the experimental group was 6 percentile points higher than in the control group.<br />In 4th grade, almost every pupil in the Nintendo group improved their score in comparison with last year – the average increase was more than 10 percentile points.<br />The children who made the greatest gains were those (in 4th class) who had been using the game both in school and at home.<br />
    45. 45. Games on DS for Learning<br />Pictochat which is a kind of message room where the children can have conversations in Irish or take part in language quizzes.”<br />
    46. 46. Games on DS for Learning<br />Professor Kageyama’sMaths Training Used by the teachers of Sacred Heart Senior National School in Killinarden, the game has been used to help pupils there to improve both their confidence in maths and their test scores.<br />
    47. 47. Games on DS for Learning<br />Dr Kawashima’s Brain Training: How Old is Your Brain? This problem-solving game is used by older children in Killinarden and has also been positively reviewed in a study by Learning and Teaching Scotland, in association with University of Dundee.<br />
    48. 48. Games on DS for Learning<br />English Training for Nintendo DS Lite Extensively used in German, Japanese and other foreign schools to help students improve their English language skills<br />
    49. 49. Games on DS for Learning<br />Professor Layton and the Curious Village Problem-solving game with attractive graphics, recommended by Ban Ryan of Clonlisk National School for use with SEN pupils in particular<br />
    50. 50. Example of use<br /><br />
    51. 51. Example<br /><ul><li>U.K.
    52. 52. Nintendo DS
    53. 53. French Club
    54. 54. French Pokeman</li></li></ul><li>Guitar Hero<br />Virtual Battle of the Bands<br />Collaboration Project<br /><br />
    55. 55. Wii in LEarning<br />
    56. 56. Wii in physics class<br />Assist students with solving physics word problems. <br />Students write a five-part physics word problem using specific examples from Wii Play.<br />Use: Wii Tennis or Cow Race<br />Students will figure out the velocity of the ball given a distance and time. <br />They look up the exact specs of a table tennis playing area. <br />Students then connect the velocity problem to an acceleration problem, which then is used to solve a force, momentum, and work problem. <br />Purpose: students gain a better understanding of how physics problems are worded and how to properly set up a difficult word problem. Math skills are reinforced and comprehension skills are improved.<br />
    57. 57. Wii in physics class<br />&quot;Project Surf.” <br />Use: Wii Homerun Derby (from Wii Sports)<br />First, a video clip from &quot;Science of Summer&quot; is shown in which we discuss the force of a pitch as it hits the catcher&apos;s glove. <br />The Wii is used to have students try to hit pitches (using homerun derby game)<br />The purpose is to show just how fast pitches come in and how a batter&apos;s timing needs to be perfect. <br />Students take data in the excel-to-go program on our palm pilots. Students record the time of each pitch and then deduce how to find the velocity, acceleration, force, momentum, and work of the pitch. <br />The unit culminates in May when they attend an Atlantic City Surf game. <br />Students time pitches and enter data in the palm pilots for a pitch-by-pitch analysis of a few innings of the game. <br />
    58. 58. Free Nintendo Downloads For LEarning<br /><br />
    59. 59. Make your own games<br /><br />
    60. 60. Scratch: Build your own video games<br /><br />
    61. 61. Follow a 1st Grade Teacher using Nintendo DS AND Wii Everyday<br />Blake Curran<br /><br />
    62. 62. Search for Games for Educators<br /><br /><br />