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TCC Metagame book club

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Presentation from Teaching, Colleges & Community World Online Conference
April 19, 2016
#tcc21st

Published in: Education
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TCC Metagame book club

  1. 1. The Metagame Book Club Online Professional Development and Game Play
  2. 2. Teaching, Colleges & Community World Online Conference Kae Novak and Chris Luchs April 19, 2016
  3. 3. Metagame Book Club
  4. 4. Games & Simulations Network
  5. 5. Inevitable Instructors
  6. 6. Pop Quiz! Name the game
  7. 7. Minecrack
  8. 8. Minecraft
  9. 9. World of Warcraft (WoW)
  10. 10. EVE Online
  11. 11. Elder Scrolls Online
  12. 12. Hearthstone
  13. 13. Heroes of the Storm
  14. 14. SNKC • Level 1 – Identify the Network • Level 2 – Lurk • Level 3 – Contribute • Level 4 --Create • Level 5 – Lead (Dawley, 2009)
  15. 15. Communities of Practice •Domain (of interest) •Community ( joint activities & discussions) •Practice (practitioners) (Wenger 2007)
  16. 16. Games Playing Games Talking to Students about Games Games as conveyors of Digital Literacy and Citizenship Game Based Learning Choosing the right games for your classroom Using the right games in your classroom Game Design Understanding Fun, Flow, and Fiero, Understanding Game Mechanics Students as game designers Teachers as game designers Game Studies Game narrative and metagame Applying to CCSS reading and literacy competencies Gamification Using Game Mechanics Badges, leaderboards, points and levels Focus
  17. 17. Synchronous
  18. 18. Asynchronous
  19. 19. Identify the Network
  20. 20. Who do you follow?
  21. 21. METAGAME BOOK CLUB
  22. 22. ONLINE COMMUNITY#Metagame Asynchronous Google Hangout Recordings gamesmooc@gmail YouTube Periscope @kzenovka Twitter #metagame and #gbl
  23. 23. Lurking
  24. 24. TWITTER
  25. 25. #globalgamechat Associated with Global Learning Network
  26. 26. Periscope
  27. 27. #Read4FUN
  28. 28. Let’s try some active learning … Ingress
  29. 29. https://www.ingress.com
  30. 30. GOOGLE HANGOUT
  31. 31. Games for Change as a Resource
  32. 32. Overview ● Games 4 Learning Summit Recap ● Gone Home (2014 G4C Winner) ● Never Alone (2015 G4C Winner) ● Twine ● Games 4 Change and the Affective Domain
  33. 33. Cognitive Affective Psychomotor 3 Domains of Learning
  34. 34. Affective Domain (David Krathwohl) Demonstrated by behaviors indicating attitudes of awareness, interest, attention, concern and responsibility, ability to listen and respond in interactions with others, and ability to demonstrate those attitudinal characteristics or values which are appropriate to the test situation and the field of study.
  35. 35. “recognizing the growing breadth of games and seeking new coherence in describing their impact”
  36. 36. “ Impact: to have an effect, an influence...to make a difference on an individual or community level or even effect society”
  37. 37. Running of the Gnomes World of Warcraft
  38. 38. Inevitable Instructors Educators’ Gaming Guild
  39. 39. 3rd Annual Running of the Gnomes October 24, 2015 8pm EST World of Warcraft – Scarlet Crusade
  40. 40. Opportunity 4 Play
  41. 41. Opportunity 4 Play
  42. 42. UPCOMING EVENTS Next Readings…… The Blockchain Revolution By Don Tapscott and Alex Tapscott Book out on May 10 #Metagame Book Club starting June – August 2016 World of Warcraft Movie June 2016 Edcamp Global July 29 - 30 Fall 2016……something VR-ish
  43. 43. Metagame Book Club
  44. 44. Games & Simulations Network
  45. 45. Inevitable Instructors
  46. 46. Metagame Book Club

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