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Connected Learning
Dani Herro, Clemson University
@daniherro
Gaming the System with Meaningful Play
Background
Augmented Reality (Squire)
WOW (Steinkuehler)
New Media Literacies (Jenkins et al.)
Games+Learning+Society
Whitepapers, Reports & Trends
what next?
Connected Learning
*disclaimer*
I don’t know everything.
#gls9daniherro
What is connected learning?
What might it mean to me?
my students?
Where do I begin?
personal interests
passions
home, school, peer culture
production centered
academically oriented
personal interests
passions
home, school, peer culture
production centered
academically oriented
Digital Media
Networks
Arguments to bring games into classrooms (Gee, 2003, 2004,
2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 2004; Squire 2005, 2006, Jenkins &
Squire, 2004; Steinkuehler & King, 2009)
Game-making as a window into rich meaning-making
(Kafai 2006; Gee, 2007; Osterweil & Salen, 2009; Salen 2007; Steinkuehler, 2010;Torres, 2009)
Game design curricula as a viable method of teaching
complex and collaborative problem solving,
strategizing, systems thinking and emulation of real-
world processes (Barab et al, 2007; Gee, 2003; 2007; Shaffer, Squire, Halverson &
Gee, 2005; Squire, 2008)
Recent traction with national education initiatives and
studies (Project Tomorrow, 2010; US Department of Education, 2010)
A few statistics...
kids and gaming
PROFILE of a GAMER
(Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)
The Reality
Technology, digital media and
game-like tools, thinking or
environments is pervasive.
The world we live in
GAMIFICATION
Why does this matter?
Media, Simulated and Game-based
Futures
Real-world problems
Social and cultural contexts
Simulated environments
Visual
Collaborative
Blurring of reality/fantasy
Both
Game play or game
design?
Games
Principles of Good Games - for players and designers
to consider (Gee)
Identity
Interaction
Production
Risk-Taking
Challenge
Agency
control + ownership
understanding who you are so you can serve others
allows you to take risks
supports productivity
makes challenge feel comfortable
education
Where do I look?
How do I connect research to practice?
Games+Learning+Society
WIDS
The connection....what might you find here?
Projects
DML Central
The Connection
What might you find here?
Text
Professional
Development
Institute of Play
The Connection
What might you find here?
Games for Impact
The Connection
What might you find here?
d.school http://www.k12lab.org/
The Connection
What might you find here?
In Practice: Examples
Lucas Gillispie
Edurealms.com
Peggy Sheehy
Meet Patrick
Game Design Curriculum
IdentityIdentity
InteractionInteraction
ProductionProduction
Risk TakingRisk Taking
CustomizationCustomization
Well-orderedWell-ordered
problemsproblems
System-thinkingSystem-thinking
Distributed knowledgeDistributed knowledge
• ARIS + TED Talks - (iPod Touch)
• Blackboard + Google Apps (Docs, Sites, Forms)
• Scratch, Kodu
• PhotoShop
• Skype, Google Hangout
• YouTubeVideos
• Daqri - QR Codes
The aftermath
~Computer Science Principles: Computational Thinking Practices (The College
Board, 2011)
~Computer Science Teachers Association (CSTA) K-12 Computer Science Standards
(2011)
~ISTE NETS for Computer Science
Final Notes
IMPACT?
Inspiration in the School of Education - Clemson
#Riot
References
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Gee, J. P. (2007). Good video games + Good learning: Collected essays on video games learning and literacy. New York, NY: Peter Lang.Gee, J. P. (2007).
Kafai, Y. (2006). Playing and making games for learning: Instructional and constructional perspectives for game studies.Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virt
environment for building higher order inquiry skills in science. Paper presented at the 2006 AERA Annual
Meeting, San Francisco, CA. Retrieved from http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdfKlopfer, E., Ostewil S., and Salen K., (2009). Moving learning games
forward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade. Project Tomorrow. (2010). Creating our future: Students speak up about their vision for 21st century learning
Speak up 2009 national findings. Irvine, CA: Author. Available from http://www.tomorrow.org/speakup/pdfs/SU09NationalFindingsStudents&Parents.pdf
Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate 1(6). doi:10.1.1.101.993Squire, K. D. (2008). Video games and education: Designing learni
systems for an interactive age. Educational Technology, 48(2), 17.Squire, K. D., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning
environment. Technology Trends, 49(5), 34–42.Squire, K.D. (2006). From content to context: Videogames as designed experiences. Educational Researcher (35) 8: 19-29Squire, K.D. (2011). Video gam
and learning. Teaching and participatory culture in the digital age. Teachers College Press: New York, NYSquire, K., & Jenkins H. (2004). Harnessing the power of games in education. Insight (3) 1, 5-3
Salen, K. (2007). Gaming literacies. Jl. of Educational Multimedia and Hypermedia. 16(3), pp. 301-322.Steinkuehler, C. (September, 2010). Video games and digital literacies. Journal of Adolescent &
Adult Literacy. 54(1). pp. 61-63.
Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (2012). A cross case analysis of two out-of-school programs based on virtual worlds. International Journal of Gaming and Computer Mediated
Simulations (IJGCMS) 4(1), 25-54, January-March 2012.Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after schoolcontexts to support boys’ game-based literacy skill
On the Horizon, 17(1), 47-59.Torres, R. J. (2009). Learning on a 21st century platform: Gamestar Mechanic as a means to game design and systems-thinking skills within a nodal ecology. New York
university: ProQuest Dissertations.
U.S. Department of Education, Office of Instructional Technology (2010). Transforming American education: Learning powered by technology. Washington D.C.
Links to resources
ARIS http://arisgames.org/
Edurealms http://edurealms.com/
Kodu http://www.kodugamelab.com/MIT App Inventor
http://appinventor.mit.edu/)
Unity http://unity3d.com/
WowinSchoolWiki http://wowinschool.pbworks.com/w/page/5268731/FrontPage

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GLS - Herro

  • 1. Connected Learning Dani Herro, Clemson University @daniherro Gaming the System with Meaningful Play
  • 2. Background Augmented Reality (Squire) WOW (Steinkuehler) New Media Literacies (Jenkins et al.) Games+Learning+Society Whitepapers, Reports & Trends
  • 5. *disclaimer* I don’t know everything. #gls9daniherro
  • 6. What is connected learning? What might it mean to me? my students? Where do I begin?
  • 7. personal interests passions home, school, peer culture production centered academically oriented
  • 8. personal interests passions home, school, peer culture production centered academically oriented Digital Media Networks
  • 9. Arguments to bring games into classrooms (Gee, 2003, 2004, 2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 2004; Squire 2005, 2006, Jenkins & Squire, 2004; Steinkuehler & King, 2009) Game-making as a window into rich meaning-making (Kafai 2006; Gee, 2007; Osterweil & Salen, 2009; Salen 2007; Steinkuehler, 2010;Torres, 2009) Game design curricula as a viable method of teaching complex and collaborative problem solving, strategizing, systems thinking and emulation of real- world processes (Barab et al, 2007; Gee, 2003; 2007; Shaffer, Squire, Halverson & Gee, 2005; Squire, 2008) Recent traction with national education initiatives and studies (Project Tomorrow, 2010; US Department of Education, 2010)
  • 12. PROFILE of a GAMER (Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)
  • 13.
  • 14. The Reality Technology, digital media and game-like tools, thinking or environments is pervasive. The world we live in
  • 16. Why does this matter?
  • 17. Media, Simulated and Game-based Futures Real-world problems Social and cultural contexts Simulated environments Visual Collaborative Blurring of reality/fantasy
  • 18.
  • 19. Both Game play or game design? Games
  • 20. Principles of Good Games - for players and designers to consider (Gee)
  • 26. Agency control + ownership understanding who you are so you can serve others allows you to take risks supports productivity makes challenge feel comfortable
  • 28. Where do I look? How do I connect research to practice?
  • 30. WIDS The connection....what might you find here? Projects
  • 32. The Connection What might you find here? Text Professional Development
  • 34. The Connection What might you find here?
  • 36. The Connection What might you find here?
  • 38. The Connection What might you find here?
  • 43. Game Design Curriculum IdentityIdentity InteractionInteraction ProductionProduction Risk TakingRisk Taking CustomizationCustomization Well-orderedWell-ordered problemsproblems System-thinkingSystem-thinking Distributed knowledgeDistributed knowledge
  • 44. • ARIS + TED Talks - (iPod Touch) • Blackboard + Google Apps (Docs, Sites, Forms) • Scratch, Kodu • PhotoShop • Skype, Google Hangout • YouTubeVideos • Daqri - QR Codes
  • 45. The aftermath ~Computer Science Principles: Computational Thinking Practices (The College Board, 2011) ~Computer Science Teachers Association (CSTA) K-12 Computer Science Standards (2011) ~ISTE NETS for Computer Science
  • 47. Inspiration in the School of Education - Clemson
  • 48. #Riot
  • 49. References Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. Gee, J. P. (2007). Good video games + Good learning: Collected essays on video games learning and literacy. New York, NY: Peter Lang.Gee, J. P. (2007). Kafai, Y. (2006). Playing and making games for learning: Instructional and constructional perspectives for game studies.Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virt environment for building higher order inquiry skills in science. Paper presented at the 2006 AERA Annual Meeting, San Francisco, CA. Retrieved from http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdfKlopfer, E., Ostewil S., and Salen K., (2009). Moving learning games forward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade. Project Tomorrow. (2010). Creating our future: Students speak up about their vision for 21st century learning Speak up 2009 national findings. Irvine, CA: Author. Available from http://www.tomorrow.org/speakup/pdfs/SU09NationalFindingsStudents&Parents.pdf Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate 1(6). doi:10.1.1.101.993Squire, K. D. (2008). Video games and education: Designing learni systems for an interactive age. Educational Technology, 48(2), 17.Squire, K. D., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. Technology Trends, 49(5), 34–42.Squire, K.D. (2006). From content to context: Videogames as designed experiences. Educational Researcher (35) 8: 19-29Squire, K.D. (2011). Video gam and learning. Teaching and participatory culture in the digital age. Teachers College Press: New York, NYSquire, K., & Jenkins H. (2004). Harnessing the power of games in education. Insight (3) 1, 5-3 Salen, K. (2007). Gaming literacies. Jl. of Educational Multimedia and Hypermedia. 16(3), pp. 301-322.Steinkuehler, C. (September, 2010). Video games and digital literacies. Journal of Adolescent & Adult Literacy. 54(1). pp. 61-63. Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (2012). A cross case analysis of two out-of-school programs based on virtual worlds. International Journal of Gaming and Computer Mediated Simulations (IJGCMS) 4(1), 25-54, January-March 2012.Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after schoolcontexts to support boys’ game-based literacy skill On the Horizon, 17(1), 47-59.Torres, R. J. (2009). Learning on a 21st century platform: Gamestar Mechanic as a means to game design and systems-thinking skills within a nodal ecology. New York university: ProQuest Dissertations. U.S. Department of Education, Office of Instructional Technology (2010). Transforming American education: Learning powered by technology. Washington D.C.
  • 50. Links to resources ARIS http://arisgames.org/ Edurealms http://edurealms.com/ Kodu http://www.kodugamelab.com/MIT App Inventor http://appinventor.mit.edu/) Unity http://unity3d.com/ WowinSchoolWiki http://wowinschool.pbworks.com/w/page/5268731/FrontPage