What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Game Design & the City @ Best Scene in TownKars Alfrink
This presentation was part of my contribution to the Best Scene in Town workshop on 14 April 2010 at the Waag Society. In it, I describe three scenarios for the development of games into the near future. I also briefly discuss some key concepts in the field of game design. The goal of this presentation was to inspire and to provoke, as well as provide some handholds for participants to use in their own subsequent work.
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Intervento di Pietro Polsinelli in Plenary Room - We’ll review Autography’s design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
http://mdt-conference.com/applied-persuasive-playful-learning/
We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
Pig-faced Orcs: What designers can learn from old-school role-playing games (...Jamie Reffell
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure!
Talk given at WebVisions 11 in Portland, OR.
Completed for a video gaming course at UWM, Dec. 07 taught by Terrence Newell, "Video Gaming and Information Literacy. Assignment was to critique a video game from an educator\'s viewpoint.
Similar to It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future of Learning (20)
Gamified Professional Development - EPIC AcademyLucas Gillispie
What if we treated teacher professional development like a game, giving teachers autonomy to choose a pathway, learning what's important to them, in a quest-based, gamified way that includes levels, badging, and more?
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Badging and microcredentials are all the rage in teacher professional development, however, if we're just sticking badges on a workshop, we're accomplishing nothing. In this presentation, Lucas Gillispie explains how his gamified PD program, EPIC Academy works and lessons learned.
What are the applications of Augmented and Virtual Realities in the classroom? How can teachers leverage these technologies to support engagement and learning with students?
Digital Learning in Surry County Schools - New Teacher OrientationLucas Gillispie
Presented to Beginning Teachers as part of district New Teacher Orientation. This presentation shares digital learning initiatives in Surry County Schools with newly hired teachers in the district. ]
Presentation shared with the Surry County Schools Furniture Committee regarding classroom design, effective spaces for learning, and functionality of the environment.
Presented at the Surry County Schools Parent Academy, this presentation shares with parents the spaces that our digital kids are exploring, what we should know about them, and how we can at least try to stay up-to-speed.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
When the Internet Chooses You - Memes, Viral Videos, and Internet Subculture ...Lucas Gillispie
This presentation, delivered at the 2013 NCTIES Conference, is designed to introduce educators to the world of Internet Subculture, Memes, and Viral Videos.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
4. I am a geek.
If the previous slides didn’t clue you in, I’m a geek. I wear it like a badge of honor. There are
a few things I believe about geeks...
6. ...and I’d like to submit that, yes, “geek” is the new sexy. Don’t believe me?
7.
8. My “Teacher Glasses”
No, I don’t wear them in public!
So, what do I “geek out” about? Well, there are several things, actually, but a few things close
to the top of the list are video games, science fiction, and yes, learning! In fact, this whole
presentation is about these three things colliding.
One thing that’s very challenging for me is to turn off my “educator switch.” There have been
several instances where while watching a movie or playing a game I’ve had these bizarre,
“Oooh... if I could use THAT in the classroom...” epiphanies. I often encourage educators to
think about the world around them in that mindset. I call it putting on your teacher lenses.
9. OMG!
Being my geek self, doing my geek things... Looking at life through my teacher glasses has
given me some real OMG moments. And, I want to share a few of my recent ones with you.
11. Children recruited in a war on an alien race and trained
using games.
The basic premise of the book is that earth is at war with a insect-like alien race. In this
fight, children have been recruited because of their unique, untainted perspectives and
creative approaches. Games are used as the primary training.
12. But, we’re already using games for learning!
Yes, but, there are some clear distinctions...
13. Teachers are primarily designing
the experiences and spaces for
their learners. The learning is
directly related to the game
experience.
The games foster experimentation,
exploration, and innovation.
http://www.nerdist.com/wp-content/uploads/2013/05/Enders-Game-Poster1.jpg
14. Math vs. Zombies?
http://carnivaltutoring.files.wordpress.com/2012/07/math-v-zombies.jpg
So many of today’s games, though entertaining, fun, and perhaps even effective, create
environments in which game play is a reward for doing something academic. Do some math,
kill some zombies. Now, is it just me, or is there something awry, here? What does math
have to do with zombies? Where’s the meaningful context?
20. If social studies is more your thing, games like Civilization 5 allow us a historical sandbox to
experiment with a variety of concepts.
21. And of course, the SIM City series allows future city planners to test ideas like zoning,
taxation, and dealing with constituents in their own virtual metropolis.
23. Tony Stark has the
information he needs when
he needs it. Instant
feedback! (Games do this!)
“Jarvis” is also location-aware.
Mesh of just-in-time information
with real space. What if a learning
game did this?
http://images5.fanpop.com/image/photos/31700000/iron-man-iron-man-3-31757925-1440-900.jpg
Game players are accustomed to this sort of feedback. In fact, we expect it. That’s one of
the things that makes traditional industrial-age models of learning so challenging for us. I
know I can Google what you’re telling me to write down from an overhead projector.
Likewise, the information is increasingly tied to geo-location, so that where I am is factored
into what I want to know.
32. Imagine A Field Trip With This!?!
http://langwitches.org/blog/wp-content/uploads/2009/04/fieldtrip.jpg
Can you imagine a tool like this on field trips or creating a similar game at your school?
36. The way we interact with
information is changing! http://www.bitrebels.com/wp-content/uploads/2010/12/Kinect-Minority-Report-UI-2.jpg
You may have seen clips of Tom Cruise, a law enforcement officer, interacting with data using
gesture-based technology in three-dimensional space. It was more natural interaction
between technology and the user.
39. Classrooms need more physical interactions!!
http://i180.photobucket.com/albums/x103/mrs_hill_ecms/2011-2012%20Classroom/2011SideofRoom1.jpg
40. “Although many
educators know about
the connection between
learning and movement,
nearly as many dismiss the
connection once children
get beyond 1st or 2nd
grade.Yet the relationship
between movement and
learning is so strong that
it pervades all of life...”
-Eric Jensen
https://cdn.media34.whipplehill.net/ftpimages/123/push/21505/eric%20Jensen%20(1).JPG
41. Brain Rules - John Medina
http://zze.st/wp-content/uploads/2010/11/John-Medina-Webcast.jpg
42. “If you wanted to create an education environment that
was directly opposed to what the brain was good at doing,
you probably would design something like a classroom. If
you wanted to create a business environment that was
directly opposed to what the brain was good at doing, you
probably would design something like a cubicle.And if you
wanted to change things, you might have to tear down both
and start over.”
― John Medina, Brain Rules: 12 Principles for Surviving and
Thriving at Work, Home, and School
43. Games To The
Rescue!
Here’s a place where the technology predicted by science fiction, is becoming a reality, and
the games that use the technology are meeting a need in creative ways.
44. Our current generation of consoles already have motion-tracking and -sensing peripherals
that make game play both fun AND active. And, we can leverage these in the classroom!!
Let’s look at some examples...
45. Some titles are already available that specifically tap into kinesthetic learning.
55. This is the StarTrek holodeck.
http://images4.wikia.nocookie.net/__cb20120425001849/memoryalpha/en/images/e/eb/Riker_Jungle_Holodeck_2364.jpg
Now, if you aren’t familiar with the concept, the Holodeck was a virtual reality simulation
room on the Starship Enterprise in Star Trek: The Next Generation.
56. http://www.dvdtimes.co.uk/images/MarkBoydell/ancientegyptians1.jpg
“The day before, we visited the same spot in 1334 BC and
had seen Tutankhamen’s empire in all its glory.”
The main character, Wade, describes his experience in Social Studies in which his teacher
took the entire class to the moment in history in which Tut’s tomb was unearthed in the early
1900’s. Can you imagine taking your learners to see history in a simulation like that? One in
which they could walk, explore, even interact with people?
58. “In my next class, Biology. we traveled through the human
heart and watched it pumping blood from the inside, just
like in that old movie FantasticVoyage.”
http://convergence.ucsb.edu/files/issues/convergence-14/voyage.jpg
In Biology class, Wade had another field trip... Now, as a Biology teacher, I would have loved
to have had this kind of technology at my disposal. There’s so much in cellular biology that
students simply have to take on faith. I can’t show them real DNA or mitochondria, only
images or something that looks like snot in a lab experiment. But, what if I could take them
into a cell? What if they could touch it?
59. It’s coming sooner than you think...
Here’s what really gets me excited.... We are on the verge of this possibility today!
60. This is the Oculus Rift. It’s a project funded by a Kickstarter, that’s going into wide
production, likely within a year. As a gamer, this really gets me excited. This will let me
actually be inside the game! It has a 110 degree field of view, separate images for each eye
producing a 3D effect, and fluid head tracking. Developer kits are already out and existing
games are being modified for support and new games are coming... Watch this lady’s
reaction...
61.
62. What if?
One of my favorite questions! What if you had access to this technology for your learners?
What if you could take your kids to ancient Egypt? What if the Egyptian avatars were actually
controlled by other players? What if what started as a field trip erupted into a murder
mystery to find out what or who killed King Tut?