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Jewish Education Project 1 of 3

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Published in: Education, Spiritual
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  • 1. Barry Joseph (barry@globalkids.org)Games-based Learning in Congregational Schools Global Kids + The Jewish Education Project = Engaged Learners
  • 2. What are the content areas in which you envision using games? •History, Hebrew, Ethics/ Pikei Avot •Lifecycle events, learning Hebrew •everything from reviewing Hebrew to looking at holidays and values through a different lens. •EVERY LESSON! •Israel; history; Hebrew •Conversational Hebrew is my top choice. Next would be something about Jewish ethics. •history •trope, jewish history, culture, holidays, values. •all!
  • 3. Agenda9:30 - 9:45 Icebreaker9:45 - 10:10 Introductions10:10-10:20 Share Out10:20-10:40 Games-Based Learning Overview BREAK10:50-11:25 Design a Game11:25-11:40 Case Studies11:40-11:50 Next Steps11:50-11:55 On Your Own11:55-12:00 Closing
  • 4. From games are dangerous... Carole Artigiani, Global Kids, Inc.
  • 5. ... to the New Norm Al Gore
  • 6. FROM EDUCATION ... ... TO LEARNINGCONNIE YOWELL - MACARTHUR
  • 7. FROM INFO RMATION CONSUMPTION ... ... TO PARTICIPATORY LEARNINGCONNIE YOWELL - MACARTHUR
  • 8. FROM INSTITUTIONS ... ... TO NETWORKSCONNIE YOWELL - MACARTHUR
  • 9. 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.”
  • 10. Game Changer, Joan Ganz Cooney Center• 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)
  • 11. Jane McGonigal
  • 12. 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
  • 13. Games are #1 Teachers most value digital media for games for students.PBS: DIGITALLY INCLINED
  • 14. YOUTH: BY THE NUMBERS
  • 15. YOUTH: BY THE NUMBERS
  • 16. YOUTH: BY THE NUMBERS
  • 17. YOUTH: BY THE NUMBERS
  • 18. Games-based LearningDrill &Skill
  • 19. Games-based LearningCriticalGameplay
  • 20. Games-based LearningSeriousGames
  • 21. Games-based LearningGameDesign
  • 22. Grow A Card GameCATEGORIES:GREEN = VERBSYELLOW = ISSUE PINK = GAMESBLUE = VALUES
  • 23. Grow A Card GameSTEP 1:SPLIT INTO GROUPSSTEP 2:PICK ONE BLUE VALUE CARD ANDDISCUSS WITH YOUR GROUPA GAME THAT YOU THINKHAS THIS VALUE.
  • 24. Grow A Card GameSTEP 3:ADD A PINK GAME CARD. +STEP 4:DISCUSS HOW THAT GAME CAN BE “MODDED” TO EXPRESS THEPRESENCE OR ABSENCE OF THE VALUE.DISCUSS WITH YOUR NEIGHBORA GAME THAT YOU THINKHAS THIS VALUE.
  • 25. Grow A Card GameSTEP 5:KEEP THE BLUE; LOSE THE PINK.STEP 6:PICK A GREEN VERB CARD.STEP 7:OBEY THE YELLOW ISSUE CARD.STEP 8:COMBINE THE THREE TO CREATE A NEWVALUES-BASED GAME!
  • 26. Barry Joseph (barry@globalkids.org)Games-based Learning in Congregational Schools Global Kids + The Jewish Education Project = Engaged Learners

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