Games have the potential to transform learning by making it student-centered, complex, and intrinsically motivating. When designed well, games can engage students in solving real-world problems through interactive problem-solving and collaboration. Game-based learning approaches like project-based learning embed critical thinking, communication, and deeper learning within an authentic and engaging context. Educators are exploring how to apply game mechanics and principles of game design to better capture students' interests and promote active, self-directed, and collaborative styles of learning.
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
Gifts of Technology in a Gifted Learning EnvironmentTracie Hightower
The investment placed towards the integration of technology is oftened questioned. This brief presentation outlines the potential for gifted learning environments to benefit from its adoption.
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
Gifts of Technology in a Gifted Learning EnvironmentTracie Hightower
The investment placed towards the integration of technology is oftened questioned. This brief presentation outlines the potential for gifted learning environments to benefit from its adoption.
Presentation by Brian Stecher of RAND on the assessment of 21st century skills. Given at the January 2013 Global Cities Education Network Symposium in Seattle, WA.
Aquest treball consisteix en que els alumnes en grups de dos o tres analitzen un aparell o sistema tecnològic. Hi ha de constar els materials que el formen, els operadors elèctrics, mecànics i electrònics , així com l’explicació del seu funcionament. L’edició ha d’ésser amb PowerPoint o bé amb una filmació. El treball ha d’estar realitzat en anglès ja que tots els treballs es publicaran a Internet.
Ens trobem en una escola ubicada en el barri del “Fondo” de Santa Coloma de Gramenet. ”La vida al barri i la ciutat” està dirigit als alumnes de segon curs d’educació Primària, a l’àrea del coneixement del medi natural, social i cultural. S’ha portat a terme durant tres setmanes (des del 13 de gener fins al 2 de febrer), amb quatre sessions setmanals. Objectius: -Descobrir l’entorn més proper i facilitar la participació en els diferents actes culturals, serveis que ofereix el seu barri i la seva ciutat. -Introduir els nens en la utilització de material Tic i audiovisual: Càmera de fer fotos, canó. _Conèixer i utilitzar eines útils que trobem a Internet: Street View, Google Maps, Picasa i bloc. -Conèixer i utilitzar programes i eines informàtiques : Paint, Captura de pantalla, descarregar maquina de fotos i guardar les fotos.
Presentation by Brian Stecher of RAND on the assessment of 21st century skills. Given at the January 2013 Global Cities Education Network Symposium in Seattle, WA.
Aquest treball consisteix en que els alumnes en grups de dos o tres analitzen un aparell o sistema tecnològic. Hi ha de constar els materials que el formen, els operadors elèctrics, mecànics i electrònics , així com l’explicació del seu funcionament. L’edició ha d’ésser amb PowerPoint o bé amb una filmació. El treball ha d’estar realitzat en anglès ja que tots els treballs es publicaran a Internet.
Ens trobem en una escola ubicada en el barri del “Fondo” de Santa Coloma de Gramenet. ”La vida al barri i la ciutat” està dirigit als alumnes de segon curs d’educació Primària, a l’àrea del coneixement del medi natural, social i cultural. S’ha portat a terme durant tres setmanes (des del 13 de gener fins al 2 de febrer), amb quatre sessions setmanals. Objectius: -Descobrir l’entorn més proper i facilitar la participació en els diferents actes culturals, serveis que ofereix el seu barri i la seva ciutat. -Introduir els nens en la utilització de material Tic i audiovisual: Càmera de fer fotos, canó. _Conèixer i utilitzar eines útils que trobem a Internet: Street View, Google Maps, Picasa i bloc. -Conèixer i utilitzar programes i eines informàtiques : Paint, Captura de pantalla, descarregar maquina de fotos i guardar les fotos.
Using Game Design & Virtual Worlds for Creation of Interesting & Engaging Lea...Cathie Howe
Presentation on the successes and challenges use of game design and virtual worlds by Macquarie ICT Innovations Centre in an school setting to engage students in learning.
Weaving story world web presentation march 2015Cathie Howe
Henry Jenkins, a media scholar who is at the forefront of exploring participatory media, describes transmedia as the systematic unfolding of elements of a story world across multiply media platforms, with each platform making a unique and original contribution to the experience as a whole.
Harry Pence, in Teaching with Transmedia, writes that transmedia enhances a central story idea with a variety of components that provide additional information.
If this is the nature of transmedia storytelling, in what ways might it be used within educational settings for literacy learning?
What opportunities might it offer for teachers and their students?
In this presentation given at the Social Media for Teaching and Learning event in Boston this fall, Jeff Borden of Pearson explains that as technology informs educational processes for delivery, assessment, content creation, and more, the evolution of that technology is transforming teaching and learning. But, as we shift from Web 2.0 to Web 3.0, education must filter through the glitz and "shiny objects" to best understand what actually works and what does not. This presentation will draw on educational best practices from past to present (and even look to the future). From Bloom to Kolb to Johnson and Johnson, rote memorization to authentic assessment, learning theory to practical application, the World Wide Web has tools that not only help educators promote sound pedagogy, but advance it.
My presentation on video games, problem solving, and the implications for school reform. Held at The International Benchmarking Conference held on March 2, 2012, in the Atrium Theatre at The Roblin Centre, Winnipeg Manitoba, Canada
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.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
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.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
3. What should learning look like?
• Student centred
• Independence valued • abstractness
• Agile • complexity (inter
• open & accepting relationships)
• complex (rich variety of • variety
resources, media, ideas, • study of people
methods, tasks) Learning • study of methods of
inquiry
• Physical/virtual
Environ- Content
ment What students
Where learn
students learn
Product Process • higher levels of thinking
• real problems • creative /critical
• real audiences Thinking /divergent thinking
Result of
processes used
• real deadlines learning • open-endedness
to learn
• transformations (rather • group interaction
than regurgitation) • variable pacing
• Appropriate evaluation • variety of learning
• debriefing
• freedom of choice
Maker Model
4. Imagine
Imagine having our students being so engaged
in a complex, goal orientated activity, that self-
consciousness disappears and time becomes
distorted and they do it, not for external rewards
but simply for the exhilaration of doing!
5. Video Game Facts
In Australia:
• 92% households have a gaming device
• 95% homes with children < 18 have a
gaming device
• 47% of gamers are female
• Average age of video game players is 32
• 57% of gamers play every day
• 88% of parents who play games, play with
their children
Key Findings DA12
Bond University/iGEA
6. Video games are
increasingly
recognised as
becoming the
literacy of the 21st
Century
Chris Swain, Associate Research Professor
7. What players attain through video games?
Positive Emotions
Relationships
Meaning
Accomplishment
P.E.R.M.A
Dr. Martin Seligman
8. What do we learn when we
play, design and build games?
Problem Judgement,
Communic-
solving skills analysis &
ation skills &
& strategic
networking
negotiation thinking
Narrative Improved
Non – linear
skills & attention,
thinking
transmedia vision &
patterns
navigation cognition
9. Games and Learning
• Game Based Learning:
- Applying the core
mechanics of games to
other contexts
- Using games as a stimulus to
frame learning activities
• Game Design
10. Games and Learning
What if schools implement a learning model that
uses the intrinsic qualities of game design and play,
to reimagine what learning might look?
Would we harness greater human potential in creativity, participation and effort?
11. Reimagining learning through games?
Core principles of how games work that can transform learning. They:
1. Create a need to know organising learning around solving complex
problems set in engaging contexts.
2. Offer a space of possibility through the design of rules for learners to
tinker, explore, hypothesise and test assumptions.
3. Build opportunities for authority and expertise to be shared and
distributed, i.e. learning is reciprocal among learners, mentors and
teachers.
4. Support multiple overlapping pathways towards mastery
Professor Katie Salen
12. Do games have the power to solve the world’s problems?
What if we immersed
our students in
designing games to
tackle the world’s most
urgent problems?
What would learning
look like?
active, self-directed, goal orientated,
Photo by xJason.Rogersx’s
authentic, interest driven, just-in-time
13. Do Games have the Power to
Solve the World’s Problems?
Foldit
Solve puzzles for science through folding proteins
Foldit gamers solve AIDS puzzle that baffled scientists
for a decade.
http://techland.time.com/2011/09/19/foldit-gamers-
solve-aids-puzzle-that-baffled-scientists-for-decade/
14. Game Design
Curriculum and QTF Links
Crafting a Deconstructing Reviewing
backstory games Designing games Building games
games
English English English English English
Metalanguage Science & Science $ Science & Science &
Student technology Technology technology technology
direction Deep Maths Maths PDHPE
understanding PDHPE
PDHPE Metalanguage
Engagement Deep
Deep Student direction
Higher order Understanding understanding
thinking Explicit quality
Higher order Higher order criteria
Metalanguage thinking thinking
Substantive Metalanguage
communication Substantive
Metalanguage communication
Engagement Engagement
Student direction Student self-
regulation
Background
knowledge Student direction
Knowledge Social Support
integration Knowledge
integration
Connectedness
15. Pedagogical Implications: Inquiry Learning
Students:
• Pose own questions
• Explore answers
• Solve problems
• Jointly construct and
share knowledge
• Collaborate e.g. design
Inquiry learning allows students
the opportunity to develop
creative solutions to open
ended challenges, problems
and questions.
16. A model of delivery: Project Based Learning
Project Based Learning (PBL) as a teaching and learning model:
• creates the need to know critical content
• based on authentic learning activities
• starts with a driving question, problem or challenge - key to
arousing curiosity
• engages and empowers students
• work autonomously (usually in
groups)
• construct their own learning,
• culminates in realistic, student
created products
17. Game Based Learning example:
MacICT’s Games and Learning with Little Space Heroes
“What will it take to move classroom literacy practices
and instruction into the 21st century?
It will take teachers who are skilled, excited, passionate about the effective use
of ICT or teaching and learning.
It will take a curriculum that integrates new, exciting literacies and instruction.
It will take courageous and bold initiatives that include yet unimagined
information and communication technologies
and these will result in the development of unimagined new literacies.”
Associate Professor Kaye Lowe
http://web2.macquarieict.schools.nsw.edu.au/blog/2012/03/17/games-and-learning-with-little-space-heroes/
18. Game Design example:
MacICT’s Level Up! Good Game Design
Bootcamp and Masterclass
Learning how to use technology is not enough; the heart of 21st century learning
is about becoming a proficient and independent lifelong learner.
Game design offers a unique platform to address essential skills for learning:
• creativity and innovation
Boot Camp and Masterclass information
• critical thinking,
• iterative problem solving
• communication, collaboration
• information, media and ICT literacy
Shift thinking from that of
a player to a designer.
19. Applying Game Mechanics to teach Game Design:
Invasion of the Shadow Plague
WILL YOU SAVE US?
A narrative based metagame centred in a Wordpress blog teaching
students to design and build using Microsoft Kodu Game Lab
20. Example: Google Maps + Edmodo = Game
Learning through Design
GeoQuest with Google Maps
• How do you like to learn?
• Decide on learning outcomes of GeoQuest (clear goal)
• Edmodo group code, create badge
• Create backstory
• Design challenges – answer gives one part of Edmodo group code
Divide Map
Work in pairs
• Build Map
― One Gmail account
MyMaps in Google Maps
Export (KML)
Import into one map
21. Summary: What learning should look like?
• Active
• Self-directed
• Goal orientated
• Authentic
• Interest driven
• Just-in-time
22. Summary:
What should learning environments look like?
• be interactive
• provide ongoing feedback
• grab and sustain attention
• have appropriate and
adaptive levels of
challenge
• Multiple pathways to
success
• be agile
23. Contact Details
catherine.howe@det.nsw.edu.au
http://au.linkedin.com/pub/cathie_howe/12/852/760
@cathie_h
Macquarie ICT Innovations Centre. Building C5B
Macquarie University
macictsupport@det.nsw.edu.au
02 9850 4310
Twitter: @macict