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PCS Virtual Worlds Boot Camp 1.0 (2010)
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PCS Virtual Worlds Boot Camp 1.0 (2010)

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Transcript

  • 1. VIRTUAL WORLDS BOOT CAMP 1.0
  • 2. THE ROADMAP FOR TODAY Why games and virtual worlds? Rapid Lesson Prototyping ReactionGrid Account Creation The Controls Your Avatar Communication Getting Around
  • 3. WHY GAMES AND VIRTUAL WORLDS? "...the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning." James Gee, University of Madison Wisconsin
  • 4. WHY GAMES AND VIRTUAL WORLDS? Learning works best when challenges are "pleasantly frustrating" in the sense of being felt at the outer edge of, but within their "regime of competence." That is, these challenges feel hard, but doable." (Gee, 2007, p. 36)
  • 5. WHY GAMES AND VIRTUAL WORLDS? "Today's game designers have figured out something today's educators are still searching for: how to make learning engaging for today's kids. It would be a shame not to employ this knowledge in our classrooms." Marc Prensky
  • 6. LEARNING PRINCIPLES IN GAMES AND VIRTUAL WORLDS Active, Critical Learning Intertextual •Design •Multimodal •Semiotic •Material Intelligence •Semiotic Domains •Intuitive Knowledge •Meta-level Thinking •Subset •Psychosocial Moratorium •Incremental •Committed Learning •Concentrated Sample •Identity •Bottom-Up Basic Skills •Self-Knowledge •Just-in-Time •Amplification of Input •Discovery •Practice Principle •Transfer •Ongoing Learning •Cultural Models about the World •Regime of Competence •Cultural Models about Learning •Probing •Cultural Models about Semiotic Domains •Multiple Routes •Distributed •Situated Meaning •Dispersed •Text •Affinity Group •Insider via @peggysheehy
  • 7. HOW GAMES AND VIRTUAL WORLDS TEACH • Social • Context • Experience • Identity • Feedback • Constant achievement • Empathy • Multimodal • Expanding circle of • Simulation • Mastery competence • Practice • No right answer • Activity • Applied learning • Working within rules • Engagement via @peggysheehy
  • 8. LEADERSHIP
  • 9. EMPOWERMENT
  • 10. GLOBAL
  • 11. OWNERSHIP
  • 12. TURN YOUR KIDS LOOSE!
  • 13. THINK OUTSIDE THE BOX!
  • 14. RAPID LESSON PROTOTYPING! Say what?
  • 15. YOUR FOCUS SENTENCE HOW CAN WE CREATE AN ENGAGING LESSON FOR (GRADE LEVEL) THAT INTEGRATES (TOPIC ONE) AND (TOPIC TWO) AND INVOLVES (STUDENT ACTIVITY)?
  • 16. ELEVATOR PRESENTATIONS!
  • 17. ACCOUNT CREATION GO TO: HTTP://REACTIONGRID.COM

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