DAY TWO Creative Outlets CONFRATUTE 2014

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Brian Housand, PhD
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DAY TWO Creative Outlets CONFRATUTE 2014

  1. 1. DAY 2 INCUBATION
  2. 2. INCUBATION
  3. 3. Games are the most elevated form of investigation.
  4. 4. 20%
  5. 5. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY COMPUTE R USE INTERNE T USE CELL PHONE USE VIDEO GAME PLAY
  6. 6. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY VIDEO GAME PLAY
  7. 7. (Papert, 1993) Computers serve best when they allow everything to CHANGE
  8. 8. Video games teach children what computers are beginning to teach adults--that some forms of learning are fast-paced, immensely compelling, and rewarding. - Seymour Papert
  9. 9. The fact that they are enormously demanding of one's time and require new ways of thinking remains a small price to pay (and is perhaps even an advantage) to be vaulted into the future. - Seymour Papert
  10. 10. Not surprisingly, by comparison school strikes many young people as slow, boring, and frankly out of touch. - Seymour Papert
  11. 11. REAL GAMES VS. EDUCATIONAL GAMES
  12. 12. “There is nothing that is NOT possible.”
  13. 13. SURVIVAL OR CREATIVE
  14. 14. UNLIMITED You can make it into whatever you want it to be.
  15. 15. FOR aLL INTENTS aND PURPOSES, IT IS A SPACE WHERE YOU ARE GOD
  16. 16. If you are impatient then this may not be the gAme for you
  17. 17. gamestarmechanic.com
  18. 18. CONSUMERS PRODUCERS
  19. 19. www.truthandtrolls.com
  20. 20. 62
  21. 21. code.org/learn

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