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Socialnetworking Madison
 

Socialnetworking Madison

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  • http://traffikd.com/social-media-websites/
  • http://www.pcworld.com/article/186989/job_seekers_watch_your_walls_employers_check_facebook.html
  • Research from Univ. of Minn.
  • http://74.125.95.132/search?q=cache:6N0J67Wzw0gJ:www.extension.umn.edu/distribution/familydevelopment/00144.pdf+Most+popular+social+networking+site+used+in+teens&cd=4&hl=en&ct=clnk&gl=us&client=firefox-a
  • http://www.facebook.com/#/group.php?gid=99446912298
  • http://www.onlinecollege.org/2009/10/20/100-ways-you-should-be-using-facebook-in-your-classroom/
  • http://www.msnbc.msn.com/id/15309615/http://www.edutopia.org/digital-literacy-video-games-gamedesk
  • http://www.pewinternet.org/Presentations/2008/Teens-Video-Games-and-Civics.aspx
  • http://www.pewinternet.org/Presentations/2008/Teens-Video-Games-and-Civics.aspx
  • http://www.pewinternet.org/Presentations/2008/Teens-Video-Games-and-Civics.aspx
  • Read more: http://g4tv.com/thefeed/blog/post/696397/Nintendo-Plans-To-Bring-The-DS-To-Japanese-Schools.html#ixzz0de7Z9P5s
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://www.irishtimes.com/newspaper/education/2009/1110/1224258471192.html
  • http://joedale.typepad.com/integrating_ict_into_the_/2008/04/vincent-everett.html
  • New Jersey Teacher Middle School http://www.njea.org/page.aspx?a=3631
  • http://www.njea.org/page.aspx?a=3631

Socialnetworking Madison Socialnetworking Madison Presentation Transcript

  • Using EVERYDAY Social Networking & Video Games in Learning
    Liz Kolb, Ph.D.
    University of Michigan
    Madonna University
    elikeren@umich.edu
    http://cellphonesinlearning.com
    http://tiny.cc/ekolb (Presentation)
    Liz’s Business Card:
    Send a new text to:
    50500
    In message:
    kolb
    http://contxts.com
  • What Is Social Networking?
  • Why Social Networking in learning?
    Creating Positive Digital Footprints
    53% of Employers Check Social Networking Sites For Potential Job Candidates
    Showing students “how to set up or clean up profiles”
    Communicate with MOST students
    Communicate with SOME parents
    Engage students by using a student technology “toy” and turning it into a learning “tool”!
  • Social Networks Have Educational Benefits
    http://www.youtube.com/watch?v=0tQH1nyrJG0&feature=channel
  • Microblogging: Twitter
  • WHAT IS TWITTER?
    Micro-Blogging social network where you post messages in 140 characters or less. You can follow or be followed.
  • Twitter in 1935
  • Twitter in 2nd grade
    http://www.wcsh6.com/news/local/story.aspx?storyid=101781
  • Twitter in Higher Ed
    http://www.youtube.com/watch?v=6WPVWDkF7U8
  • More Examples of TWITTER in Education
    Twitter Stories by Elementary Students
    http://twitter.com/manyvoices
    High School English Teacher’s Office Hours
    http://twitter.com/MrWilsonBDHS
    Social Studies: Follow members of Congress
    https://valtsvirtual.wikispaces.com/American+Government
    English Twitter Assignment: http://classblogmeister.com/blog.php?blogger_id=22572
    Gater Radio on Twitter: http://gatorradio.blogspot.com/
  • Facebook & Myspace
    Most popular social networking sites amongst Teens
  • Examples of Use
    11th Grade
    English
    Facebook
    Everyday Life Connects with Classroom Concepts
  • Examples of Use
    English 10
    Great Gatsby
    Facebook
    Profiles that are characters from novel
  • Examples of Use
    AP English
    Facebook
    Reading Response
  • Examples of Use
    Language Arts
    Class Homepage
    Office Hours
  • Examples of Use
    Western Civilization
    10th grade
    MySpace
    Medieval Spaces
    Historical Figures
  • Authors on Facebook
  • Doctors on Facebook
  • Study Groups
  • Discussion Groups
  • Activism/Fundraising
  • Support hotlines
  • Teachers on Facebook
  • MAC Alum Facebook Prof. Network
    UofM Secondary MAC Professional Networking Group
  • Applications on FB for Learning
    Polling
    Connect with Native Speakers in Languages or Language Exchange with Other FL Students
    Manage Books that students read
    Create Flash Cards
    Citation help
    Organize class work
    Learn about Middle Ages with KNighthood
    Study group Organization
    Math challenge
    Conduct online courses
    Homework Help Group
    Calendars
    Record Class Lectures and Post to FB
    Make a Quiz
  • Start a business or support a business
    Students can create their own business and market via Facebook.
    Students can team with a local business and market the local business.
    http://www.interactiveinsightsgroup.com/blog1/facebook-for-business-superguide/
  • Video games
  • VOTE!
    http://www.polleverywhere.com/multiple_choice_polls/NTM4MTA5Mjg3
  • Why Video Games?
    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.
    There's already an audience; more than 45 million homes have video-game consoles.
    At-Risk students have shown to benefit from building their own video games
  • Research on video games in education
    Simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children's strategic thinking and planning skills. (BBC News, March 2002)
    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)
    A detailed literature review on video games and learning can be found here: http://www.futurelab.org.uk/research/lit_reviews.htm
  • Video Gaming Statistics
    97% of Teens (12-17) play video games
    50% said they played “yesterday”
    86% play on Consoles
    73% play on computers
    60% play on portable devices
    48% play on cell phones
  • 80% of Teens play at least 4 different genre of games
    74% play racing games (NASCAR)
    72% play puzzle games (Tetris)
    68% play sports games (Madden)
    67% play action games (Grand Theft Auto)
    66% play adventure games (Legend of Zelda)
    61% play rhythm games (Guitar Hero)
    59% play strategy games (Civilization)
    49% play simulation games (Sims)
    36% play role playing games (Final Fantasy)
    10% play Virtual Worlds
  • Majority of Popular Games are NOT Violent
    Guitar Hero
    Halo 3
    Madden NFL
    Solitaire
    Dance Dance Revolution
    Madden NFL 08
    Tetris
    Grand Theft Auto
    Halo
    The Sims
    * Games in red are considered “Violent”
  • 1st National Survey on Video Games and Learning (2008)
    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.
    http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx
  • Teens Encounter both pro-social & anti-social behavior while gaming
    78% report they frequently see other players being kind or helpful to those who are gaming
    63% report seeing or hearing “people being mean or overly aggressive while playing”
    49% report seeing or hearing “people being hateful, racist, or sexist” while playing
  • Teen Gaming is Social
    76% play games with others at least some of the time
    65% play with other people in the room with them
    27% play with others via the Internet
    49% play with people they know offline
    27% play with friends they have met online
    23% play with both offline friends and online friends
  • Parents
    55% of parents say they “always” check a game’s rating before letting their kids play
    90% of parents say they always know what games their children play
    31% say they always or sometimes play games with their children.
    62% of parents say video games have NO effect on their children.
    19% say video games have a positive influence on their children
    13% say video games have a negative influence on their children
    5% say video games have both positive/negative influences depending on the game.
  • Study Findings: Civics
    Civilization IV & Democracy
    More civic gaming experience=more civic engagement
  • Nintendo DS
    Some immediate benefits to using DS were:
    limited or no training needed for teacher or students,
    networked classroom instantly,
    learning is transparent,
    allows for differentiation,
    teachers can tutor one on one without other students knowing,
    low cost and multiplayer downloads.
  • How Teacher’s use Nintendo ds
    student response system,
    math questions,
    skill practice,
    morning warm up,
    discussion questions during read aloud,
    finding evidence in the text they were reading,
    paperless classroom,
    station work,
    tutoring one on one,
    shared learning/instant networking,
    grammar practice and review.
  • Nintendo DS as Graphing Calculator
  • Japan: Wide Use
    Each DS will feature
    60 applications covering kanji, math, civics, physics, and history
    Will allow students to take tests, do assignments, and hook up to the teacher's DS through wi-fi in order to receive real-time feedback on their work.
    http://kotaku.com/5284180/nintendo-ds-software-allows-for-classroom-test-taking
  • 2009: the Sacred Heart Senior National School in Ireland decided to use Nintendo DS gaming devices as and aid to teaching math.
    3 classes spent 15 minutes a day using two games, Math Training and Brain Training.
    In 6th grade, relative to their peers, the Nintendo group scored substantially better. Gains were “obvious and significant”.
    In 5th grade, the average gain in the experimental group was 6 percentile points higher than in the control group.
    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.
    The children who made the greatest gains were those (in 4th class) who had been using the game both in school and at home.
  • Games on DS for Learning
    Pictochat which is a kind of message room where the children can have conversations in Irish or take part in language quizzes.”
  • Games on DS for Learning
    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.
  • Games on DS for Learning
    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.
  • Games on DS for Learning
    English Training for Nintendo DS Lite Extensively used in German, Japanese and other foreign schools to help students improve their English language skills
  • Games on DS for Learning
    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
  • Example of use
    http://livefromthecreek.blogspot.com/2009/06/teaching-nintendo-generation-innovation.html
  • Example
    • U.K.
    • Nintendo DS
    • French Club
    • French Pokeman
  • Guitar Hero
    Virtual Battle of the Bands
    Collaboration Project
    http://olliebray.typepad.com/olliebraycom/2008/06/mgs-guitar-hero.html
  • Wii in LEarning
  • Wii in physics class
    Assist students with solving physics word problems.
    Students write a five-part physics word problem using specific examples from Wii Play.
    Use: Wii Tennis or Cow Race
    Students will figure out the velocity of the ball given a distance and time.
    They look up the exact specs of a table tennis playing area.
    Students then connect the velocity problem to an acceleration problem, which then is used to solve a force, momentum, and work problem.
    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.
  • Wii in physics class
    "Project Surf.”
    Use: Wii Homerun Derby (from Wii Sports)
    First, a video clip from "Science of Summer" is shown in which we discuss the force of a pitch as it hits the catcher's glove.
    The Wii is used to have students try to hit pitches (using homerun derby game)
    The purpose is to show just how fast pitches come in and how a batter's timing needs to be perfect.
    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.
    The unit culminates in May when they attend an Atlantic City Surf game.
    Students time pitches and enter data in the palm pilots for a pitch-by-pitch analysis of a few innings of the game.
  • Free Nintendo Downloads For LEarning
    http://www.fileguru.com/apps/nintendo_ds_for_learning
  • Make your own games
    http://schoolcenter.k12albemarle.org/education/components/scrapbook/default.php?sectiondetailid=86829&&cms_mode=view
  • Scratch: Build your own video games
    http://scratch.mit.edu/
  • Follow a 1st Grade Teacher using Nintendo DS AND Wii Everyday
    Blake Curran
    http://wiilearner.blogspot.com/2009_04_01_archive.html
  • Search for Games for Educators
    http://www.g4ed.com/
    http://www.supersmartgames.com