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Experiential Learning with Games and Social Media by Peter DePietro

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Experiential Learning with Games and Social Media by Peter DePietro

  1. 1. EXPERIENTIAL LEARNING PETER DEPIETRO WITH GAMES AND SOCIAL MEDIA
  2. 2. WHAT IS A ?GAME
  3. 3. ?COMMUNICATIONS MEDIUM
  4. 4. ?EDUCATIONAL TOOL
  5. 5. ?WAYTO MOTIVATE
  6. 6. YES
  7. 7. ENGAGE THE PLAYER !
  8. 8. KEY ELEMENTS GAME DESIGN
  9. 9. CORE MECHANICS INTERACTIVITY STORYTELLING KEY ELEMENTS
  10. 10. 1CORE MECHANICS
  11. 11. HOW?
  12. 12. THE POWER OF GAMES
  13. 13. CHOOSERS AND CHOOSEES CASE STUDY: LEARNING BY PLAYING GAMES
  14. 14. 2INTERACTIVITY
  15. 15. WHY?
  16. 16. ACTIVITY THEORY
  17. 17. EMOTIONAL BENEFIT PRACTICAL BENEFIT
  18. 18. BALANCE
  19. 19. EMOTIONALPRACTICAL FAIR GAME BALANCE
  20. 20. RESULTS LEARNING BY PLAYING
  21. 21. WHAT IS SOCIAL ?MEDIA
  22. 22. ?COMMUNICATIONS MEDIUM
  23. 23. ?EDUCATIONAL TOOL
  24. 24. ?WAYTO MOTIVATE
  25. 25. YES
  26. 26. SOCIAL MEDIA AND COLLABORATIVE LEARNING
  27. 27. CASE STUDY: INTERACTING WITH LITERATURE ON FACEBOOK
  28. 28. LOGO PRESENTED FOR EDUCATIONAL, NON-COMMERCIAL USE ONLY
  29. 29. SOCIAL MEDIA EXPERIENTIAL LEARNING
  30. 30. ENGAGE THE STUDENT !
  31. 31. READ BLINK PONDER THE TEXT TAKE EXAM ON FACEBOOK KEY ELEMENTS
  32. 32. CREATE A UNIQUE ACCOUNT FRIEND THE PROFESSOR POST A REPRESENTATIVE PHOTO BRING REQUIRED LAPTOP EXAM SETUP
  33. 33. 15 (OF 30) STUDENTS 3 STUDENTS ANSWER QUESTION BY POSTING ON PROFESSOR’S FACEBOOK WALL EXAM PHASE I CONT.
  34. 34. 3 ADDITIONAL STUDENTS LIKE THE ANSWERS THEY BELIEVE TO BE CORRECT AND ADD COMMENT EXAM PHASE I
  35. 35. 15 (OF 30) STUDENTS 1 STUDENT ANSWERS QUESTION BY POSTING TO WALL 14 STUDENTS LIKE THE ANSWER IF CORRECT EXAM PHASE II
  36. 36. RESULTS LEARNING BY INTERACTING
  37. 37. MOVING FORWARD EXPERIENTIAL LEARNING
  38. 38. PUSH BOUNDARIES OF TECHNOLOGY IN EDUCATION
  39. 39. INVENT NEW TEACHING PROCESSES `
  40. 40. INTEGRATE TECHNOLOGY WITH PROCESSES `
  41. 41. PRODUCE MEANINGFUL, CONSEQUENTIAL, INNOVATIVE...
  42. 42. EXPERIENTIAL LEARNING
  43. 43. EXPERIENTIAL LEARNING PETER DEPIETRO WITH GAMES AND SOCIAL MEDIA

Editor's Notes

  • Peter DePIetro
  • New Eyes on the Virtual World
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • Activity Theory
  • Activity Theory
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • New Eyes on the Virtual World
  • Activity Theory
  • New Eyes on the Virtual World
  • Activity Theory
  • Bored
  • Downtown 360
  • Activity Theory
  • Digital Storytelling
  • New Eyes on the Virtual World
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • New Eyes on the Virtual World
  • Activity Theory
  • Activity Theory
  • Digital Storytelling
  • Digital Storytelling
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Activity Theory
  • Digital Storytelling
  • Digital Storytelling
  • New Eyes
  • New Eyes
  • New Eyes
  • New Eyes
  • Peter DePIetro
  • Peter DePIetro
  • ×