Games Based-Learning 101 for iCamp
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Games Based-Learning 101 for iCamp

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These are the non-video slides from my recent presentation, for those who want to capture the details.

These are the non-video slides from my recent presentation, for those who want to capture the details.

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  • 5 min - Introduction and show of hands
  • 20 min - The Evolution of Learning: Connie Yowell's Perspective: from education to learning, from consumption of information to participatory learning, from institutions to networks. (5 min)
  • (BARRY)
  • (BARRY)
  • Data on Teachers (AMIRA) Educators: By the Numbers: PBS study on schools (5 min) More than three-quarters (76 percent) of K–12 teachers report that they use digital media in their classrooms, as shown in figure 1. This is up significantly from 69 percent in 2008. Eight in 10 of these teachers are frequent or regular users, with elementary teachers reporting the most frequent use. Teachers are using technology to access traditional resources, such as lesson plans, videos and images, and new ones, including interactive simulations, student-focused multi- media and social networking sites.
  • (BARRY) Data on Teachers
  • (BARRY) gaming
  • (BARRY) gaming 80% of teens play 5 or more different genres and 40% play 8 or more types. girls play an average of 6, boys 8.
  • (BARRY) gaming
  • (AMIRA) Kaiser Family Foundation, Jan 2010. Young person averaging about 11 hours a day with media. Mostly TV, followed by music, then computers Over the past five years, there has been a huge increase in media use among young people. Today ’ s youth pack a total of 10 hours and 45 minutes worth of media content into their day—an increase of almost 2¼ hours of media exposure per day over the past five years. The amount of time most adults spend at work each day, except that young people use media seven days a week instead of five.
  • 4 Key Contributions from DML: (10 minutes) (BARRY) James Paul Gee: Discuss Games-based learning and 21st Century Assessment
  • (AMIRA) Henry Jenkins: Key terms (new media literacies; participatory learning); play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgement, transmedia navigation, networking, negotiation helping students acquire the skills they need to become full participants in our society. A central goal of this report is to shift the focus of the conversation about the digital divide from questions of technological access to those of opportunities to participate and to develop the cultural competencies and social skills needed for full involvement Introduce the three challenges in next slide
  • (BARRY) The Participation Gap — the unequal access to the opportunities, experiences, skills, and knowledge that will prepare youth for full participation in the world of tomorrow. The Transparency Problem — The challenges young people face in learning to see clearly the ways that media shape perceptions of the world. The Ethics Challenge — The breakdown of traditional forms of professional training and socialization that might prepare young people for their increasingly public roles as media makers and community participants.
  • (AMIRA) I can recognize it, I can talk about it, and I can do it.
  • (BARRY)
  • (BARRY)
  • (BARRY) Here’s a nice video someone made to explain the specifics of these ideas.
  • (AMIRA) Many of you know Gardner and his work around Multiple Intelligences. Now he is looking at ethnical development for youth online.
  • (AMIRA) In the Meeting of Minds Report put together by GK and the goodplay project, the report starts off by stating that: “ All of the potential messiness of social interaction that exists offline emerges online as well, with the addition of new and possibly distinct ethical challenges. Such as...”
  • 5 min
  • 5 min - Introduction and show of hands

Games Based-Learning 101 for iCamp Games Based-Learning 101 for iCamp Presentation Transcript

  • Games-based Learning 101 Barry Joseph ( [email_address] )
  • CONNIE YOWELL - MACARTHUR ... TO LEARNING FROM EDUCATION ...
  • ... TO PARTICIPATORY LEARNING FROM INFORMATION CONSUMPTION ... CONNIE YOWELL - MACARTHUR
  • ... TO NETWORKS FROM INSTITUTIONS ... CONNIE YOWELL - MACARTHUR
  • Use of Digital Media K-12
    • A majority of teachers are using digital media, with applications including instruction, lesson planning, communications and professional development.
    PBS: DIGITALLY INCLINED
  • PBS: DIGITALLY INCLINED Games are #1 Teachers most value digital media for games for students.
  • YOUTH: BY THE NUMBERS
  • YOUTH: BY THE NUMBERS
  • YOUTH: BY THE NUMBERS
  • YOUTH: BY THE NUMBERS
  • James Paul Gee Games-based Learning 21st Century Assessment
  • Henry Jenkins New Media Literacies Participatory Learning
  • The Participation Gap — the unequal access to the opportunities, experiences, skills, and knowledge that will prepare youth for full participation in the world of tomorrow. The Transparency Problem — The challenges young people face in learning to see clearly the ways that media shape perceptions of the world. The Ethics Challenge — The breakdown of traditional forms of professional training and socialization that might prepare young people for their increasingly public roles as media makers and community participants. 3 CHALLENGES
  • New Media Literacies: social skills and cultural competencies required to become full participants in an emergent media landscape
  • MIMI ITO HANGING OUT, MESSING AROUND, AND GEEKING OUT
  • MIMI ITO friendship-driven vs. interest-driven
  •  
  • Howard Gardner Digital Ethics
  • Identity The ways people handle and perceive self-expression and identity exploration online. Privacy How, where and with whom we share personal information online. Credibility How we establish trustworthiness of both people and information online, and establish our own personal credibility. Authorship and Ownership The ways we perceive intellectual property and practices such as downloading/remixing content. Participation The meaning of responsible conduct and citizenship in online communities
  •  
  • Games-based Learning Drill & Skill
  • Games-based Learning Critical Gameplay
  • Games-based Learning Serious Games
  • Games-based Learning Game Design
  • Game Changer, Joan Ganz Cooney Center “ Digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America.” “ On an average day, children as young as eight spend as many hours engaged in media activity as they spend in school; three-quarters of American children play computer and video games.” “ Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st-century skills.”
    • Content
      • (from rich vocabulary to science to history)
    • Skills
    • (from literacy to math to complex problem-solving)
    • Creation of artifacts
    • (from videos to software code)
    • Systems thinking
    • (how changing one element affects relationships as a whole)
    Game Changer, Joan Ganz Cooney Center
  • Jane McGonigal
  • Q & A
  • Games-based Learning 101 Barry Joseph ( [email_address] )