Inspiring girls through games and coding: A hands-on exploration
Kari Stubbs, BrainPOP and Julie Evans, Project Tomorrow
UNESCO Mobile Learning Week 2015
Paris, France
February 23, 2015
The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
This document outlines a presentation by Dr. Betsy Diamant-Cohen and Cen Campbell on transforming preschool storytime. The presentation covers introducing new media tools to preschool storytime, including examples of using new media for typical storytime activities. It also discusses the importance of relationships and social emotional development for young children and how storytime can support this, as well as addressing early learning standards. The document includes sections on engaging parents, using repeat books in different ways, and transforming preschool storytime.
AkLA 2015: Early Literacy & New Media for Young Children Pre-conferenceclaudiahaines
Slides from the Early Literacy & New Media for Young Children Pre-conference at the Alaska Library Association's 2015 annual conference in Juneau, Alaska.
Guidelines for Great Mobile Games for Kids (GDC 2013)Carla Fisher
This session builds on the foundation established in past Little Hands, Foul Moods, and Runny Noses sessions. Children have unique intellectual and physical needs, which designers must take into account in order to create engaging gaming experiences. This session provides development guidelines for mobile game design for children (ages 0 to 12), with particular emphasis on developmental milestones, usability, and interaction design findings that are relevant to game developers. Findings are grounded in industry and academic research. Participants will take away findings from existing research on kids and games that can be incorporated into their own game development projects. The discussion will be focused on mobile games, but most findings can be generalized for any child gaming project, regardless of platform. The findings will address children's gaming needs (which are significantly different from older audiences), developmental psychology, UI and input design considerations, usability, and use of storytelling devices. Additionally, participants will have access to a summary document with a list of recommended resources, which includes books and research articles.
This document summarizes tips and guidelines for using new media such as apps and ebooks in children's storytime programs at libraries. It discusses evaluating apps and digital content for quality and age-appropriateness. Guidelines are provided from organizations like the AAP and NAEYC. Suggested apps that support early literacy are listed. Traditional storytelling tools like felt boards, puppets and music can also be used digitally. Modeling positive co-viewing behaviors for caregivers is emphasized.
Digital game-based learning (DGBL) incorporates educational content into video games to engage learners by drawing on constructivist learning theory. DGBL mirrors how the human brain learns through experiences and simulations, providing motivation and fun for 21st century learners. While some educators have misconceptions that games are too violent, a waste of time, or don't align with curriculum, the document provides strategies for finding appropriate browser-based instructional games to incorporate into lessons.
Level Up your STEM education program - SXSWEdu talkdgackey
Video games are the dominant medium of today's students. 90% of American children play them daily.
It's no surprise that game development education is a great way to engage students in STEM literacy and education, and GameSalad is the fastest way to get your students engaged in experimenting, iterating, and building games. In this session, we'll introduce you to GameSalad, show you how easy it is to build games with it, and how schools all over the world use GameSalad in their classrooms.
Originally presented at SXSW Edu 2014
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
The document summarizes a workshop on digital game-based learning. The workshop covers introducing learning through digital games, choosing and using games in lessons, and game design basics. Participants will discuss games they play, how games can be used in class, and game design. Key topics include the learning potential of games, serious games designed for purposes beyond entertainment, and analyzing and designing games. The agenda includes introducing games for learning, principles of game design, and developing game concepts using paper prototyping.
This document outlines a presentation by Dr. Betsy Diamant-Cohen and Cen Campbell on transforming preschool storytime. The presentation covers introducing new media tools to preschool storytime, including examples of using new media for typical storytime activities. It also discusses the importance of relationships and social emotional development for young children and how storytime can support this, as well as addressing early learning standards. The document includes sections on engaging parents, using repeat books in different ways, and transforming preschool storytime.
AkLA 2015: Early Literacy & New Media for Young Children Pre-conferenceclaudiahaines
Slides from the Early Literacy & New Media for Young Children Pre-conference at the Alaska Library Association's 2015 annual conference in Juneau, Alaska.
Guidelines for Great Mobile Games for Kids (GDC 2013)Carla Fisher
This session builds on the foundation established in past Little Hands, Foul Moods, and Runny Noses sessions. Children have unique intellectual and physical needs, which designers must take into account in order to create engaging gaming experiences. This session provides development guidelines for mobile game design for children (ages 0 to 12), with particular emphasis on developmental milestones, usability, and interaction design findings that are relevant to game developers. Findings are grounded in industry and academic research. Participants will take away findings from existing research on kids and games that can be incorporated into their own game development projects. The discussion will be focused on mobile games, but most findings can be generalized for any child gaming project, regardless of platform. The findings will address children's gaming needs (which are significantly different from older audiences), developmental psychology, UI and input design considerations, usability, and use of storytelling devices. Additionally, participants will have access to a summary document with a list of recommended resources, which includes books and research articles.
This document summarizes tips and guidelines for using new media such as apps and ebooks in children's storytime programs at libraries. It discusses evaluating apps and digital content for quality and age-appropriateness. Guidelines are provided from organizations like the AAP and NAEYC. Suggested apps that support early literacy are listed. Traditional storytelling tools like felt boards, puppets and music can also be used digitally. Modeling positive co-viewing behaviors for caregivers is emphasized.
Digital game-based learning (DGBL) incorporates educational content into video games to engage learners by drawing on constructivist learning theory. DGBL mirrors how the human brain learns through experiences and simulations, providing motivation and fun for 21st century learners. While some educators have misconceptions that games are too violent, a waste of time, or don't align with curriculum, the document provides strategies for finding appropriate browser-based instructional games to incorporate into lessons.
Level Up your STEM education program - SXSWEdu talkdgackey
Video games are the dominant medium of today's students. 90% of American children play them daily.
It's no surprise that game development education is a great way to engage students in STEM literacy and education, and GameSalad is the fastest way to get your students engaged in experimenting, iterating, and building games. In this session, we'll introduce you to GameSalad, show you how easy it is to build games with it, and how schools all over the world use GameSalad in their classrooms.
Originally presented at SXSW Edu 2014
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
The Effect of Video Games on Early Cognitive Developmentaudreymcevoy
The document discusses research on the effects of video games on children's cognitive development. Studies found that video games can stimulate children's brains similarly to traditional play and may enhance spatial reasoning, visual tracking, and other skills in gamers compared to non-gamers. While gaming releases dopamine that can aid learning, excessive gaming of over half their free time was linked to lower prosocial behavior and satisfaction. The document concludes that video games may provide unique cognitive benefits for children if played in moderation.
How to Deliver Measureable Learning in Social Mobile GamesSeriousGamesAssoc
Mobile technologies have become an integral part of life but they have not yet been adequately integrated into educational settings and career pathways training programs. Research has shown how mobile technology, and games played on them, engages learners, increases retention and the completion of programs as well as improved outcomes for learners. This session will focus on how the learning sciences, instructional design and game mechanics can be effectively combined to increase access to, persistence in, progress through, and completion of educational games.
This survey analyzed data from 696 Italian parents regarding their children's use of digital books versus printed books. Key findings include:
- Nearly 35% of parents reported their children using digital books in 2014, up from 30.3% in 2013, with apps being the most commonly used format.
- Daily reading of printed books was reported by 72.6% of children, compared to 16.1% for daily or weekly reading of digital books.
- Tablets were the most common device for digital reading at 73%, followed by e-readers at 22% and smartphones at 17%.
- Digital books were most often read alone at 58% compared to with adults at 34% and siblings at 8%.
-
Module 3 Application Game Based LearningErin Bennett
The document discusses the growing popularity of game-based learning in schools. It outlines several benefits of game-based learning such as increased engagement and the development of 21st century skills. The document then provides examples of 5 digital games that could be implemented in a first grade classroom to support learning in various subjects like history, geometry, and coding. The games range from being appropriate for kindergarten through 5th grade students.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
This document summarizes the results of a survey about children's digital books from the perspective of users in Italy. Over 1,000 people responded to the survey, most of whom were female parents around 39 years old. Approximately 30% of respondents reported having used digital books for children. Tablets were the most popular device for reading digital books. Respondents saw benefits like interactivity and illustrations but had concerns about overuse of devices and losing the "magic" of physical books. Apps were the most commonly used format. Quality Italian-language content and reasonable prices were seen as factors that could increase digital book purchases.
The Use and Impact of Video Games and Digital Media for Children with ADHDRandy Kulman
The document summarizes a presentation on using video games and digital media to help children with ADHD. It discusses how video games require executive functioning skills. It also notes that video games provide immediate feedback, engagement, and practice of skills like planning and cognitive flexibility. However, the document states that existing games are not designed to specifically promote skills for ADHD and don't teach generalization. It recommends using a differentiated instruction model to identify individual skills to practice in games, along with discussion and practice of skills outside of games.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
Rancho Cucamonga Library 2nd Training 2014Cen Campbell
1. The document summarizes a workshop about using new media in storytime.
2. It provides goals for the workshop which are to increase confidence using new media in storytime, evaluate apps and eBooks, and discuss traditional storytelling in the digital age.
3. The agenda includes app evaluations, demonstrations, practice using apps and creating a storytime assignment.
Using Technology for Hands-on Exploration - GAYC 2011Diane Bales
The document discusses using iPads to support hands-on investigation by preschoolers. It describes a study where preschoolers used iPads for activities like drawing, taking photos on field trips, playing educational games, and researching questions. Teachers observed that children quickly learned to navigate the iPads and found that introducing them for purposes beyond games was more challenging. The study aims to have children use iPads for hands-on science with microscopes, solving problems, and communicating findings. It provides suggestions for how early childhood educators can start integrating technology.
GenZ is the largest generation yet and they are truly digital natives. The attitudes and behaviors of Zs will have a huge impact on the future of technology. Grounded in data from hundreds of online research sessions, diaries, and interviews, learn what Gen Z really does online and the ways it will change how we design the experience.
This document discusses integrating video games into education. It summarizes three articles on the topic. The first article describes a study where students made non-violent video games to learn critical media skills. The second explains how video games can help teach real-life skills and strategies. The third explores how online games that can be played anytime could enhance learning. The conclusion is that embracing students' interests in video games through interactive learning environments can improve engagement and education.
This document discusses using apps in the classroom and provides recommendations. It begins by outlining qualities to look for when selecting apps, such as ensuring content is developmentally appropriate. Strategies for evaluating apps are presented, such as whether an app adds meaningful learning. The document concludes by providing lists of recommended apps broken down by subject and grade level.
This document discusses using games in primary school education. It begins by defining what games are, noting they involve play, goals, rules, challenges, interactions and feedback. It then explores why games work well for learning, as they meet students in the digital world they are familiar with and provide different ways to learn and feel success. The document discusses using game-based learning and gamification to design games with explicit learning outcomes to practice, retain and apply knowledge on various subjects. It provides examples of online games for different subject areas and skills practice. Finally, it offers tips for educators on integrating games and experimenting with game-based learning ideas.
This document summarizes a workshop on using games and coding to engage girls in STEM learning. The workshop explored using games to gain a new understanding of gender sensitivity in digital content. Attendees played a variety of games, evaluated them for gender sensitivity, and discussed how to create new opportunities for girls in STEM learning. The document provided data from a large study on girls' interests in STEM careers and technology skills, showing differences from boys and declining interest over time.
Pink of Blue? Examining gender sensitivity in games - SXSWedu 2016Julie Evans
Contrary to what we may want to believe, emerging research indicates that use of digital tools and content within learning is not gender-blind. While girls and boys share a common interest in technology to support personalized learning, their uses of and aspirations for digital learning are often quite different. This is especially true with game-based learning. In this workshop, we will roll up our sleeves and interact with a variety of games that are popular in education. Using a new evaluation tool, participants will gain an insider perspective on gender-bias or sensitivity within games by examining the characterization, imagery and language, storyline and results of the game play.
Pink or Blue: Examining Gender Sensitivity in GamesJulie Evans
This document summarizes a workshop on examining gender sensitivity in games. The workshop included an introduction, setting context with research findings, reviewing gender terminology, and playing games. Research from over 415,000 K-12 students found some differences in how girls and boys use technology for learning. For example, more boys rated their tech skills as advanced, while more girls were interested in STEM programs. The workshop also discussed evaluating games for gender sensitivity and stereotypes.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
The Effect of Video Games on Early Cognitive Developmentaudreymcevoy
The document discusses research on the effects of video games on children's cognitive development. Studies found that video games can stimulate children's brains similarly to traditional play and may enhance spatial reasoning, visual tracking, and other skills in gamers compared to non-gamers. While gaming releases dopamine that can aid learning, excessive gaming of over half their free time was linked to lower prosocial behavior and satisfaction. The document concludes that video games may provide unique cognitive benefits for children if played in moderation.
How to Deliver Measureable Learning in Social Mobile GamesSeriousGamesAssoc
Mobile technologies have become an integral part of life but they have not yet been adequately integrated into educational settings and career pathways training programs. Research has shown how mobile technology, and games played on them, engages learners, increases retention and the completion of programs as well as improved outcomes for learners. This session will focus on how the learning sciences, instructional design and game mechanics can be effectively combined to increase access to, persistence in, progress through, and completion of educational games.
This survey analyzed data from 696 Italian parents regarding their children's use of digital books versus printed books. Key findings include:
- Nearly 35% of parents reported their children using digital books in 2014, up from 30.3% in 2013, with apps being the most commonly used format.
- Daily reading of printed books was reported by 72.6% of children, compared to 16.1% for daily or weekly reading of digital books.
- Tablets were the most common device for digital reading at 73%, followed by e-readers at 22% and smartphones at 17%.
- Digital books were most often read alone at 58% compared to with adults at 34% and siblings at 8%.
-
Module 3 Application Game Based LearningErin Bennett
The document discusses the growing popularity of game-based learning in schools. It outlines several benefits of game-based learning such as increased engagement and the development of 21st century skills. The document then provides examples of 5 digital games that could be implemented in a first grade classroom to support learning in various subjects like history, geometry, and coding. The games range from being appropriate for kindergarten through 5th grade students.
Educational Games Design (STEG10 Keynote)David Farrell
The document discusses educational game design and summarizes key points from a presentation. It describes how educational games can model learning outcomes through game mechanics to provide deep learning. Two games from the e-Bug project are highlighted: a platform game for younger children about good and bad microbes, and a detective game for older children involving a sick character. The platform game was more successful due to extensive playtesting, while the detective game had usability issues from insufficient testing and a confusing phone interface metaphor.
This document summarizes the results of a survey about children's digital books from the perspective of users in Italy. Over 1,000 people responded to the survey, most of whom were female parents around 39 years old. Approximately 30% of respondents reported having used digital books for children. Tablets were the most popular device for reading digital books. Respondents saw benefits like interactivity and illustrations but had concerns about overuse of devices and losing the "magic" of physical books. Apps were the most commonly used format. Quality Italian-language content and reasonable prices were seen as factors that could increase digital book purchases.
The Use and Impact of Video Games and Digital Media for Children with ADHDRandy Kulman
The document summarizes a presentation on using video games and digital media to help children with ADHD. It discusses how video games require executive functioning skills. It also notes that video games provide immediate feedback, engagement, and practice of skills like planning and cognitive flexibility. However, the document states that existing games are not designed to specifically promote skills for ADHD and don't teach generalization. It recommends using a differentiated instruction model to identify individual skills to practice in games, along with discussion and practice of skills outside of games.
Insight Strategy Group provides research and consulting services to big brands and media companies. CEO Stacey Matthias will take a look at general kids' digital media trends and how books fit into larger digital ecosystem. She'll look at how, when, where kids are consuming their books, games, movies, and video; and she’ll examine how child development impacts media consumption at each stage, and the role of books at each level.
Rancho Cucamonga Library 2nd Training 2014Cen Campbell
1. The document summarizes a workshop about using new media in storytime.
2. It provides goals for the workshop which are to increase confidence using new media in storytime, evaluate apps and eBooks, and discuss traditional storytelling in the digital age.
3. The agenda includes app evaluations, demonstrations, practice using apps and creating a storytime assignment.
Using Technology for Hands-on Exploration - GAYC 2011Diane Bales
The document discusses using iPads to support hands-on investigation by preschoolers. It describes a study where preschoolers used iPads for activities like drawing, taking photos on field trips, playing educational games, and researching questions. Teachers observed that children quickly learned to navigate the iPads and found that introducing them for purposes beyond games was more challenging. The study aims to have children use iPads for hands-on science with microscopes, solving problems, and communicating findings. It provides suggestions for how early childhood educators can start integrating technology.
GenZ is the largest generation yet and they are truly digital natives. The attitudes and behaviors of Zs will have a huge impact on the future of technology. Grounded in data from hundreds of online research sessions, diaries, and interviews, learn what Gen Z really does online and the ways it will change how we design the experience.
This document discusses integrating video games into education. It summarizes three articles on the topic. The first article describes a study where students made non-violent video games to learn critical media skills. The second explains how video games can help teach real-life skills and strategies. The third explores how online games that can be played anytime could enhance learning. The conclusion is that embracing students' interests in video games through interactive learning environments can improve engagement and education.
This document discusses using apps in the classroom and provides recommendations. It begins by outlining qualities to look for when selecting apps, such as ensuring content is developmentally appropriate. Strategies for evaluating apps are presented, such as whether an app adds meaningful learning. The document concludes by providing lists of recommended apps broken down by subject and grade level.
This document discusses using games in primary school education. It begins by defining what games are, noting they involve play, goals, rules, challenges, interactions and feedback. It then explores why games work well for learning, as they meet students in the digital world they are familiar with and provide different ways to learn and feel success. The document discusses using game-based learning and gamification to design games with explicit learning outcomes to practice, retain and apply knowledge on various subjects. It provides examples of online games for different subject areas and skills practice. Finally, it offers tips for educators on integrating games and experimenting with game-based learning ideas.
This document summarizes a workshop on using games and coding to engage girls in STEM learning. The workshop explored using games to gain a new understanding of gender sensitivity in digital content. Attendees played a variety of games, evaluated them for gender sensitivity, and discussed how to create new opportunities for girls in STEM learning. The document provided data from a large study on girls' interests in STEM careers and technology skills, showing differences from boys and declining interest over time.
Pink of Blue? Examining gender sensitivity in games - SXSWedu 2016Julie Evans
Contrary to what we may want to believe, emerging research indicates that use of digital tools and content within learning is not gender-blind. While girls and boys share a common interest in technology to support personalized learning, their uses of and aspirations for digital learning are often quite different. This is especially true with game-based learning. In this workshop, we will roll up our sleeves and interact with a variety of games that are popular in education. Using a new evaluation tool, participants will gain an insider perspective on gender-bias or sensitivity within games by examining the characterization, imagery and language, storyline and results of the game play.
Pink or Blue: Examining Gender Sensitivity in GamesJulie Evans
This document summarizes a workshop on examining gender sensitivity in games. The workshop included an introduction, setting context with research findings, reviewing gender terminology, and playing games. Research from over 415,000 K-12 students found some differences in how girls and boys use technology for learning. For example, more boys rated their tech skills as advanced, while more girls were interested in STEM programs. The workshop also discussed evaluating games for gender sensitivity and stereotypes.
Harness the Power of Digital Learning with GamingJulie Evans
Dr. Julie Evans presented key findings from Project Tomorrow's Speak Up research on digital learning. The research found that students, educators, and parents agree that new types of learning experiences are needed to prepare students for the future, such as game-based learning, maker spaces, and experiential learning. Students want learning that is social, untethered, and digitally rich. They are interested in learning skills outside of school that will help their future plans and are taking control of their own educational destinies. Teachers are increasingly using digital games and content in the classroom, which research shows increases student engagement, addresses different learning styles, and helps students develop critical thinking skills.
Using technology to enhance classroom learningrachelt0626
This document discusses how to enhance classroom learning using technology to engage today's students. It notes that students are digitally literate and prefer visual, interactive learning involving teams and peer-to-peer activities. To be effective, teachers need to recognize that students learn differently than prior generations due to extensive experience with technology. The document recommends balancing lecture with active, engaging learning experiences that incorporate technology when used effectively, but emphasize interactivity over simply using technology for technology's sake.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
This document discusses using social networking and video games in learning. It provides examples of how tools like Twitter, Facebook, and video games on platforms like Nintendo DS and Wii can be used in K-12 and higher education settings. Specific uses include having students microblog about books they're reading, creating Facebook profiles for historical figures, and using games to teach subjects like math, science, and foreign languages. Research is cited showing benefits of gaming like improved problem-solving and strategic thinking skills. Recommendations are made to search for educational games and tools to build games for learning.
- Speak Up is an annual national research project that collects data from K-12 students, teachers, parents, and administrators about issues related to 21st century learning and education technology. Over 1.4 million participants have been surveyed since 2003.
- Key findings from the survey data show a "digital disconnect" between how students learn and live, and how technology is used in schools. Students are highly engaged with technology outside of school but face obstacles to using it for learning.
- Students advocate for more access to technology at school, especially laptops for individual use. They believe technologies like educational games could make learning more engaging and help them learn difficult concepts. If given the chance, students would design games focused on real-
Top 10 Things Everyone Should Know about Today’s Students and Digital LearningJulie Evans
This document discusses a presentation given by Dr. Julie Evans of Project Tomorrow on the top ten things everyone should know about today's students and digital learning. It provides an overview of Project Tomorrow, an organization that conducts annual research on K-12 students' use of technology through a survey called the Speak Up Project. Key findings from the 2016 Speak Up survey are then presented, including how students use technology at school, mobile devices for learning, use of games for learning, online classes, student-teacher communication, social media, and using the internet for homework. An expert student panel is also introduced to provide their perspectives.
These are the slides from my keynote presentation at MADLaT, 2014, on generations, games, and education. I describe what is said about generational differences and the top 10 reasons people say they "cannot" use games, and then present the research related to these as myths, facts, or something in between.
Bridging the Boomer/Gamer Knowledge Gap in the LibraryKarl Kapp
This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.
- Speak Up is an annual national research project that collects data through online surveys from K-12 students, teachers, parents, and administrators to understand perspectives on 21st century learning and education technology.
- Over 1.3 million individuals from over 18,000 schools have participated in Speak Up since 2003, providing insights into technology access and use, digital skills, and preferences for teaching and learning tools.
- Key findings show a "digital disconnect" between how students live and learn, with students considering themselves more advanced technology users than teachers and desiring more technology access and skills development at school.
1. The document provides the top 10 technology uses for school administrators as outlined by Dr. Richard Voltz. It discusses using tools like Twitter, Prezi, Google, podcasting, and digital checking for understanding to improve communication, evaluation, and instruction.
2. Some of the key recommendations include using 1:1 computing like iPads to transform learning, mandating that teachers check for student understanding using technology, and having administrators model technology uses for teachers through screencasting.
3. The top two uses highlighted are using Google Docs and Forms to facilitate collaboration and collecting information from students and parents. The document also discusses using blogs by superintendents, teachers, and students to share information and
CREATING EQUITABLE STEM LEARNING OPPORTUNITIES FOR K-12 GIRLSJulie Evans
This document summarizes a discussion on creating equitable STEM learning opportunities for K-12 girls. It begins with introductions of the panelists and an outline of the discussion topics. Research findings are presented showing girls have lower perceptions of their tech skills from an early age and less interest in STEM careers. Data also suggests interest decreases with age and mobile devices/games may increase engagement. The panel then discusses programs in Metro Nashville schools and across the country to engage girls in STEM. The discussion concludes with an invitation for audience questions and comments on Twitter.
Speak Up 2015 National Results - From Print to PixelJulie Evans
The summary discusses Julie Evans' presentation on the Speak Up 2015 National Results report regarding the increasing role of videos, games, animations and simulations in K-12 education. Key findings from the report show substantial growth in teachers' use of digital content from 2012 to 2015. Students report watching educational videos most often in science, math, social studies and English classes and appreciate being able to watch videos multiple times to understand difficult concepts. The presentation explores use of these tools both in the classroom and for self-directed learning outside of school. Experts discuss effective uses of digital content and their experiences teaching with videos, games and other visual tools.
The information in these slides was presented on Monday June 24, 2019 during ISTE's 2019 EdTech Conference in Philadelphia, Pennsylvania by Gretchen Sting, K12 Contributor for The Source for Learning, Inc. Digital Storytelling 101 gives you everything you need to create a digital storytelling project for your class. An outline of steps, differentiation ideas and assessment techniques get you started. A list of resources and tools provides everything you need.
A contextual study and usability testing of video games to inform the design ...IHCLab UCOL
This document summarizes research conducted to inform the design of a serious game to improve reading comprehension in third graders. Surveys and usability testing were conducted with 76 children in Mexico. The surveys found that computers were the most used technology and children spent an average of 51 minutes per day on computers and 24 minutes reading. Usability testing of 4 games found that strategy games were difficult, 3D movement was challenging, and role-playing games were most enjoyable. The research will be used to design a reading comprehension prototype game.
Similar to Inspiring girls through games and coding: A hands-on exploration (20)
NSPRA Crossroad for Innovation and Transformation by Julie Evans July 18, 2022Julie Evans
The document discusses emerging parent preferences for communication and engagement with schools. It highlights findings from a national poll of nearly 5,000 parents during the 2021-2022 school year. Key findings include:
1) Parents' top concerns about their child's future are the impact of school disruptions on social/emotional health and academic achievement. Lower-income families expressed greater concern about these impacts.
2) Parents' feelings of engagement differ by grade level, with elementary parents feeling most connected and high school parents feeling least connected.
3) Parents' preferences for communication tools differ according to the type of message and the age of the parent. Younger parents prefer more digital tools while older parents prefer more traditional methods.
This document discusses Project Tomorrow's work listening to K-12 students' ideas through the Speak Up research project. It provides context about Project Tomorrow, an organization that has collected feedback from over 6.2 million students and stakeholders since 2003 to understand trends in education. The document summarizes a panel discussion with students sharing their perspectives on engagement in school and learning. It encourages education leaders to listen to students' views to help translate them into new ideas that can improve learning experiences for all.
Connecting the Dots: The Speak Up Research Project and AASL Stakeholder FeedbackJulie Evans
This document summarizes a presentation about the Speak Up Research Project conducted by Project Tomorrow. It introduces Project Tomorrow and the Speak Up surveys, which collect feedback from K-12 students, parents, teachers, and administrators. The presentation discusses current issues in K-12 education related to digital learning, student engagement, and pandemic impacts. It explains how Speak Up data can help education leaders understand stakeholder perspectives and priorities to inform decision-making in areas like learning loss, staff morale, funding, and technology use. The presentation encourages participants to have follow-up discussions to explore using Speak Up in their own schools and districts.
Connecting the Dots: The Speak Up Research Project and TCEA Stakeholder FeedbackJulie Evans
This document discusses using the Speak Up Research Project surveys to gather feedback from stakeholders like students, parents, teachers, and administrators. It notes realities around digital learning today and common issues keeping education leaders awake at night, like student learning loss and staff morale. The document advocates using Speak Up data to understand different perspectives and inform priorities like learning recovery, technology use, and student engagement and agency. It provides examples of questions Speak Up can answer about these issues from different audiences. Overall, the document promotes Speak Up as a way to collect trusted data connecting education priorities to stakeholder needs and views.
Are You As Smart As A 6th Grader About Digital Learning?Julie Evans
The document discusses findings from Project Tomorrow's Speak Up Research on digital learning and 6th graders. It shares that 6th graders report often taking online tests (63%) but less frequently engaging in other tech-based activities like creating media. Students prefer communicating with teachers via email or messaging apps. While virtual learning has benefits like less drama, students say it also has challenges like not fitting all learning styles and missing social aspects. Students are more engaged in self-directed online learning compared to in-school learning. The document advocates discussing these findings to inform improving education.
Five Year Study Preparing KentuckyTeachers for Mobile Anytime Anywhere LearningJulie Evans
This document summarizes a presentation about a 5-year study conducted in Kentucky to prepare teachers for mobile learning. The study involved collaboration between a university, school districts, and non-profit to train pre-service teachers and support in-service teachers in effectively using mobile devices. Results showed that teachers developed strong skills and positive mindsets about technology integration, and observed benefits for student engagement, critical thinking, and personalized learning. Next steps involve expanding the model to more schools and refining teacher training to develop competency in mobile learning.
Cybersecurity - Strategy, Policy and PracticeJulie Evans
The document summarizes a panel discussion on cybersecurity strategies, policies, and practices for K-12 schools. The panel discusses the disconnect in leadership awareness of cybersecurity issues, findings from a new report on the topic, and resources for improving cybersecurity culture and preparedness. Key insights from the report include the need for shared accountability, reassessing management of technology assets, and ensuring adequate funding to support readiness and mitigation efforts.
Connecting the Dots Between Equity and CommunicationsJulie Evans
The document summarizes key findings from the Speak Up Research project regarding equity in education. It finds that addressing equity concerns requires discussing equity more comprehensively and inclusively. It also finds inequities still exist in technology access and learning experiences despite increased investments. Additionally, empowering student agency and ownership over learning is important for equity but many teachers are still uncomfortable with student choice. Digital tools can help support greater equity if used to enable personalized, convenient communications and greater student control over learning.
Leading Towards Equity & Student AgencyJulie Evans
The document summarizes key findings from the Speak Up Research Project regarding the path forward for equity and student agency based on research insights. Some of the main points include:
1) The pandemic exposed inequities in access to technology and learning experiences, but districts have made progress in addressing the homework gap through initiatives like device and hotspot loan programs.
2) While access has improved, equity concerns remain regarding the efficacy of technology use, teachers' comfort levels with new learning models, and addressing students' diverse needs.
3) Students want more control and choice in their learning, seeing benefits to virtual learning like flexibility, but many still learn best with in-person interactions. Their vision for effective learning focuses
Here are some potential answers from each stakeholder group:
Students: Being able to learn in new ways like through videos, games and interactive lessons. Technology helps me learn and stay engaged better. I can learn at my own pace with technology.
Teachers: Topics like blended learning, project based learning and competency based models. Using technology like coding and robotics in lessons. Strategies for personalized learning and student choice.
Parents: Not being prepared for college or a career. Not having skills like problem solving, communication and teamwork for future jobs. Mental health issues, school safety, financial stability as an adult.
This document summarizes key findings from the Speak Up research project that were presented at sessions of the FETC 2022 conference. It provides an overview of Project Tomorrow and the Speak Up research, then lists several insights on issues like the impact of the pandemic on education, priorities for district administrators, the evolution of mobile learning, student and teacher views on technology benefits, and parents' concerns about their children's future success. It also shares findings from a new report on K-12 cybersecurity awareness and preparation. The document encourages contacting Project Tomorrow for more information.
Here are some potential answers from each stakeholder group:
Students: Being able to learn in new ways like through videos and interactive lessons. Technology helps me learn and do my work faster. I can learn at my own pace with technology.
Teachers: Topics like project-based learning, blended learning models, social-emotional learning strategies, classroom management techniques for 1:1 environments.
Parents: Not being prepared for college or a career, not being able to get a good job, struggling with mental health or substance abuse, being negatively impacted by economic or environmental issues.
This document summarizes a discussion about building teacher capacity for mobile learning in rural communities. It introduces an innovative mobile learning project in Kentucky led by the University of Kentucky and several school districts. The project trains pre-service teachers to effectively integrate mobile devices and apps into instruction. It also helps practicing teachers mentor pre-service teachers. Evaluations found the project improved student engagement and personalized learning. Next steps include expanding the program and always-connected devices to more schools.
This document provides an agenda for a workshop on creating and leading school culture through innovation, leadership, and communication. The workshop will be held on January 25, 2022 from 4:00-6:00 PM at the Orange County Convention Center - South 200B. It will be facilitated by Dr. Julie A. Evans of Project Tomorrow.
The workshop aims to support the development of a new culture of innovation in schools, help understand the role of individuals and organizations in an innovation culture, and stimulate new discussions and ideas to increase leadership effectiveness. Some topics that will be covered include understanding culture and innovation, communication strategies to support an innovation culture, and developing a culture built for today's adaptive challenges.
The document summarizes a panel discussion on addressing leadership disconnects regarding cybersecurity in K-12 districts. The panel included district leaders and national thought leaders. Key findings from a new report on cybersecurity attitudes and actions were presented. Three main insights from the research were that an effective plan requires shared responsibility, reassessing technology management is needed given increased reliance on tech, and preparation requires increased funding to support readiness and mitigation. The panel discussed best practices for districts to develop a shared culture and healthy cybersecurity posture.
The workshop discussed infusing computational thinking into elementary curriculum. It introduced Project Tomorrow's computational thinking project in New York City schools, which evaluates a model of personalized teacher professional learning and CT integration coaching. Teachers completed a readiness assessment to inform individualized professional development plans. Examples showed how to incorporate CT concepts into lessons through activities analyzing patterns in drawings, building earthquake-resistant structures, and other unplugged exercises. The session modeled CT integration and solicited teacher feedback to improve computational thinking resources and support.
5. Introduce us to your favorite Super
Mobile Power
Always on, always ready to act
Multi‐talented with lots of tools
Indispensable best friend
Information powerhouse
Sized to go anywhere, anytime
6. Let’s Play
1. DESIGN: In your group, create a game
with three objects.
2. PLAY: Play your game!
3. DISCUSS: Did you make a game that
would be appealing to girls? If not, how
would you change it so that it did appeal
to girls?
6
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
7. Dr. Kari Stubbs
Vice President of Learning and Innovation, BrainPOP
@karistubbs
Julie Evans
CEO, Project Tomorrow
@JulieEvans_PT
Katya Hott
User Testing Lead / Project Manager, BrainPOP
@katyamuses
@brainpop @ProjectTomorrow #mlw2015 @unesco @UN_Women
10. (c) Project Tomorrow 2015
“Knowing it and
seeing it are two
different things.”
Suzanne Collins, Mockingjay
Use of technology by students for learning
13. “Without data, you are just another person with an
opinion …”
Introducing Project Tomorrow
research data to inform your
plans, programs and policies
for supporting girls’ use of ICT
for learning
14. Project Tomorrow Research Data on Girls & ICT
• Speak Up Research Project
• VOCES DE MÉXICO Project
• Making Learning Mobile – Chicago Project
15. Project Tomorrow Research Data on Girls & ICT
Speak Up Research Project
521,000 K-12 students, parents & educators
8,216 schools in US and around the world
VOCES DE MÉXICO Project
594 5th & 6th grade students + parents & teachers
7 schools in Mexico
Making Learning Mobile – Chicago Project
120 5th grade students
1 school in Chicago – 3 year study
17. Did you know that?
Girls and boys use technology in similar and different ways to
support learning
Similar
• Look up information
on the Internet
• Play learning games
• Create
presentations
18. • Look up information
on the Internet
• Play learning games
• Create
presentations
Similar
• Text classmates
about homework
• Find online videos
to help learning
• Take photos in class
of assignments
Different
Girls and boys use technology in similar and different ways to
support learning
Did you know that?
19. Both girls and boys say that using technology increases
their engagement and interest in learning
63%
66%
55%
57%
Technology Use = Increased Interest
Gr 6‐8 Girls Gr 6‐8 Boys Gr 9‐12 Girls Gr 9‐12 Boys
Did you know that?
20. Girls and boys have similar access to mobile devices
Mobile Devices Girls Boys
Smartphone 45% 46%
Tablets 62% 59%
Mobile Devices Girls Boys
Smartphone 70% 66%
Tablets 58% 53%
Mobile Devices Girls Boys
Smartphone 84% 80%
Tablets 40% 36%
Grades
9-12
Grades
6-8
Grades
3-5
Did you know that?
21. But they have different expectations for using
those devices for schoolwork
Girls are more interested than boys in using mobile devices to:
Write school reports
Work on projects with classmates
Read stories and books for schoolwork
Take notes in class
Email classmates about homework
Access online textbooks
Organize schoolwork
Did you know that?
22. Girls and boys have different perceptions of their technology
skills – and it starts in elementary school
Tech skill level
compared to peers
K-2
Girls /
Boys
Gr 3-5
Girls /
Boys
Gr 6-8
Girls /
Boys
Gr 9-12
Girls /
Boys
My skills are
advanced
26% / 32% 21% / 32% 21% / 34% 20% / 37%
My skills are average 48% / 46% 61% / 53% 74% / 60% 76% / 58%
My skills are
beginner level
25% / 22% 18% / 15% 5% / 6% 4% / 5%
Did you know that?
23. And different aspirations for STEM careers too
How interested are you in a career in a STEM field?
29%
15%
37%
20%
19%
13%
36%
32%
Not interested
No opinion
Somewhat interested
Very interested
Boys Girls
Did you know that?
26. Evaluating the gender-sensitivity of digital content
Focus: Digital Games
Questions for Consideration Guide
Characterization
Are women/girls referred to by their names or roles, or only in their relationship to
men/boy characters?
Imagery and Language
Which places in the game signify importance and value? Are both genders portrayed in
those places equitably?
Storyline
Are women/girls or men/boys represented as central characters within the storyline of the
game?
Results
What types of messages are articulated in the game about gender differences? Are those
messages positive or negative?
27. Different types of games matter to girls and boys
How often do you play games?
Game format Grades 6-8 Girls
“All the time +
often”
Grades 6-8 Boys
“All the time +
often”
Online and mobile app
games
47% 50%
Did you know that?
28. Different types of games matter to girls and boys
How often do you play games?
Game format Grades 6-8 Girls
“All the time +
often”
Grades 6-8 Boys
“All the time +
often”
Online and mobile app
games
47% 50%
Massively multi-player
online games
13% 44%
Did you know that?
29. Girls believe that games can help them with schoolwork
in many different ways
Middle school girls explain:
I would be more interested in what I was learning 65%
It would be more interesting to practice problems 63%
Games make it easier to understand difficult topics 62%
School would be more fun! 59%
I would learn more 52%
Schoolwork would be personalized to me 49%
I would become a better thinker and problem solver 48%
I could get immediate feedback on my learning 47%
Did you know that?
30. Having a mobile device matters! Girls with mobile
devices are more likely to use digital study games
for learning
56% of girls in grades 6-8 who have a
smartphone play learning games to
help with schoolwork
59% who have a tablet also play
learning games
Did you know that?
32. 32
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Play a Game
Monster School Bus Sortify SpaceForce
1. Go to brainpop.com/games
2. Search for your game
34. 34
GIRLS
● Girls mainly playing games on computers and cell phones
● Girls tend to play social and casual games, puzzles and simulations
● Girls prefer games with rich social interaction
BOYS
● Boys more likely to play on a console
● Boys prefer violent, action and role-playing games
● Boys drawn to competition and often play as an emotional outlet
BOTH
● Both boys and girls excited by idea of “making your own world”
● Boys play more competitively at first, but after extended play, both genders engage
similarly
Lenhart et al., 2008, Nash et al., 2013, Hartmann and Klimmt, 2006, Phan et al., 2012, Olson, 2010,
Robertson, 2012, Cassel and Jenkins, 1998
What Makes a Game
Appealing to Girls?
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
35. National STEM Video
Game Challenge
stemchallenge.org
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
42. BrainPOP ESL
42
● Fully digital, award-winning program for
English language learners
● Aligned to: US Common Core and state
standards; corresponds to CEFR, WIDA
and TESOL levels; up to European
Standards C1 level.
● Incorporates all four language skills:
listening, speaking, reading and writing with
movies, quizzes, interactive exercises and
teacher materials
● Web, Android, iOS and Windows 8
brainpopesl.com
43. 43
BrainPOP ESL App
• Platform availability: Android,
iOS, Windows 8
• English language learning
anytime, anywhere
• 90 lessons, including 18 free
lessons, take students from
beginner to advanced English
language levels
44. BrainPOP ESL App
Each lesson contains an animated movie and five supporting
features
Voice
recording
Animated
movie
Animated
grammar
instruction
Animated
vocabulary
instruction
Vocabulary
flash cards
45. GameUp:
ESL Lesson Plan for Quandary
Student Objectives:
1. Distinguish among facts, opinions and solutions.
2. Analyze situations from multiple perspectives and viewpoints.
3. Apply critical thinking, problem-solving and decision-making skills to online
gameplay.
4. Adapt different characters' points of view and role play a debate of the issues.
5. Make decisions and solve problems after listening to multiple points of view.
49. 49
During the break, we invite you to download
the BrainPOP Featured Movie app.
The BrainPOP app is available for iOS, Android and Windows 8. Look
for it in American English, British English and Spanish. After the
break, we’ll begin with a mobile device activity about Ada Lovelace
using the BrainPOP app.
52. Girls + Coding + Mobiles = STEM Interests?
Mobile Devices Games + Coding
53. Girls have high level of interest in learning how to code
– but that interest level is highest in elementary school
Are you interested in taking a class to learn how
to program computers or do coding?
Girls:
Grades 3-5
Girls:
Grades 6-8
Girls:
Grades 9-12
Yes, I would
be interested
64% 50% 37%
Did you know that?
54. Having a mobile device matters here too! Girls with mobile
devices are more likely to be interested in learning how to code
79% of girls in grades 9-12 who are
interested in coding also own a
smartphone
39% own a tablet
Did you know that?
55. Having a mobile device matters with STEM interest too! Girls
with mobile devices are more likely to be interested in a STEM
career field
83% of girls in grades 9-12 who are
interested in STEM also own a
smartphone
41% own a tablet
Did you know that?
56. And there is a correlation between coding interests
and interests in STEM career fields too!
32% of girls in grades 6-8 who said they are
interested in learning how to code are also
interested in a STEM career field
Did you know that?
57. Games are part of this new equation also: Girls who play
learning games have higher interest in STEM
57% of girls in grades 6-8 who said they play
digital study games are also interested in a
STEM career field
Did you know that?
58. Working together to create new learning
opportunities for girls
Mobile Devices Games + Coding
62. 62
When girls make games:
● they learn more advanced programming concepts; they make
“personal and epistemological connections”
● they’re engaged longer and reported greater enjoyment when
involved with storytelling
Peppler, Kafai (2006), Kelleher (2006)
Girls and Coding
#mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
64. Coding Debrief
• What was the story in the coding game?
• Did this story motivate you? How?
• How can you imagine girls (or boys) in a classroom
interacting with these coding games?
68. Parents have concerns about their child’s future – and believe that
technology/ICT usage is important
I am concerned that my child is not learning the right skills at school to be
successful in the future:
o 56% of parents from Speak Up Research
o 47% from VOCES DE MÉXICO Project
Did you know that?
69. Best way for child to learn those skills:
Use technology in their classes
Take advanced math and science courses
Learn an additional language
Learn how to code
Did you know that?
Parents have concerns about their child’s future – and believe that
technology/ICT usage is important
I am concerned that my child is not learning the right skills at school to be
successful in the future:
o 56% of parents from Speak Up Research
o 47% from VOCES DE MÉXICO Project
70. Parents in VOCES DE MÉXICO Project:
90% say that their child is more engaged in learning when technology is
used
Their dream school for their child must include:
• Digital content, animations, videos, digital books
• Mobile device for every child to use
• Online textbooks for learning
• Schoolwide Internet access
Did you know that?
71. Teachers are increasing using digital content to support
classroom instruction - 28% of classroom teachers are now
using games in this way
And teachers place high value on the benefits of game-based
learning:
• Increases student engagement and motivation 79%
• Provides way to address students’ learning styles 70%
• Enables differentiated instruction 60%
• Reinforces understanding and skills 56%
• Provides way for students to practice skills 54%
Did you know that?
72. 72
BrainPOP GameUp
Gender sensitive games:
● Do I Have A Right?
● Citizen Science
● Gate
Gender sensitive coding tools:
● Tynker
● CodeMonkey
● Blockly: Maze
73. #mlw2015 @brainpop @ProjectTomorrow @unesco @UN_Women
Questions for Consideration Guide
Characterization
Are women/girls referred to by their names or roles, or only in their relationship
to men/boy characters?
Imagery and Language
Which places in the game signify importance and value? Are both genders portrayed in
those places equitably?
Storyline
Are women/girls or men/boys represented as central characters within the storyline of the
game?
Results
What types of messages are articulated in the game about gender
differences? Are those messages positive or negative?