Are you ready to consider gaming in your curriculum? This presentation is a discussion starter for the ALIA schools seminar Learning in a Changing World.
8. ....to here!
cc licensed ( BY ) flickr photo by SobControllers: http://flickr.com/photos/sobcontrollers/4742581196/
9. At first, many dismissed the use of
computer games as learning tools,
but now both educational leaders
and gaming companies are starting
to take the idea seriously.
13. If you don’t already have it, develop a playful
collaborative mentality.
Step out of your comfort zone – isn’t that what you
ask of your students every day?
18. http://massivelyminecraft.org/
Now parents are also seeing the value of gaming outside
of school, and what students are learning to do, think and
be involved with makes classroom learning seem trajic.
20. Games for Change is a leading organization that promotes games
with social change messages and strategies, from Sweatshop, a
darkly comedic game where players manage a sweatshop,
highlighting the poor conditions for factory workers, to Darfur is
Dying
21. https://sos.fbi.gov/
Surf Island is a playable, web-based game world for school children
from grades 3 to 8. By playing simple games, the children learn about
online threats ranging from malware to internet predators to cyber
bullies. Schools can compete against each other for points and
winning schools get a visit from a real FBI agent!
23. http://www.inanimatealice.com/
Set in a technology saturated near future, Inanimate Alice tells the
story of a girl called Alice, merging text with animation, videos, music
and games to explore what it means to conduct your life online.
26. Steam
is
a
digital
distribu,on,
digital
rights
management,
mul,player
and
communica,ons
pla6orm
developed
by
Valve
Corpora.on.
Portal
2
is
a
first-‐person
puzzle-‐pla6orm
video
game
developed
and
published
by
Valve
Corpora,on.
28. Today, games are
ubiquitous. Instead of
being confined to
cardboard boxes, we
carry games on
smartphones in our
pockets and use
strategies borrowed from
gaming .
29. Imagine a future where everything
is a game, from cooking to dating,
thanks to pervasive augmented-
reality technology.
30. The great challenge of a digital education is meeting the
needs of students who have grown up in a digital era.