This document discusses incorporating play-based learning opportunities at the secondary level to enhance student learning and success. It provides background on play theory and the benefits of play for development. While play is seen as vital for young children, the document questions how important it is for middle and high school students. It then explores what play-based learning could look like for secondary students, including examples of incorporating activities, games, problem/project-based learning, and technologies. Barriers and challenges to play-based learning are also addressed. The presentation aims to translate facets of play from early childhood into effective approaches for secondary classrooms.
Technology to Personalize Learning for Gifted KidsBrian Housand
Brian Housand, Ph.D.
brianhousand.com
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave gifted kids to their own devices, technology can serve to depersonalize their experiences. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal and meaningful for today’s connected gifted students.
Keynote presentation for Design for Collaborative Learning: Current Trends and Pedagogy” subtitled “Making Space for Change” at the B.C. CEFPI Annual Conference of school planners and architects. I was asked to provide a birds-eye view of the new B.C. Ministry of Education curriculum, talk about it in the context of collaboration and speak to the implications for the design and use of physical space.
Technology to Personalize Learning for Gifted KidsBrian Housand
Brian Housand, Ph.D.
brianhousand.com
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave gifted kids to their own devices, technology can serve to depersonalize their experiences. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal and meaningful for today’s connected gifted students.
Keynote presentation for Design for Collaborative Learning: Current Trends and Pedagogy” subtitled “Making Space for Change” at the B.C. CEFPI Annual Conference of school planners and architects. I was asked to provide a birds-eye view of the new B.C. Ministry of Education curriculum, talk about it in the context of collaboration and speak to the implications for the design and use of physical space.
Presented by Brian Housand, PhD
http://brianhousand.com
Arkansas Gifted Conference 2014
Hot Springs, AR
February 2014
bit.ly/agate2014
Today’s young people have unprecedented access to powerful tools designed for creative production. Yet, students are often being asked to unplug rather than meaningfully connect with technology. This session explores a virtual playground designed to get teachers and students plugged into new outlets for promoting creative productive giftedness.
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Gifted Kids and Tech - What Parents Need to KnowBrian Housand
brianhousand.com/page2015
If growing up in a digital age is challenging, raising kids in a digital age is even more difficult. With unprecedented access to technology that seemingly changes on an almost daily basis, gifted children are being asked to grow up online. This session will equip parents and teachers with tools and strategies to empower and engage today’s youth in meaningful ways.
Giftedkids.ie - Gifted Advocacy & Support for Gifted ChildrenGiftedkids.ie
Presentation given as part of the Giftedkids.ie workshop at the Irish Centre for Talented Youth's Gifted Education Conference on March 13th 2010, Dublin City University
As more and more art museums develop multimedia and mobile guides to be part of their interpretive offerings for visitors, some are developing guides specifically for family audiences. The Nelson-Atkins Museum of Art and the Whitney Museum of American Art have both made that decision, and are using evaluation to develop and refine their guides in order to provide engaging and valuable experiences for families. A front-end study at the Nelson-Atkins surveyed parents about their preferences for mobile guide content from their own perspectives as adult learners, from their perspectives as parents, and from the perspectives of their children. A summative study of the Whitney’s Biennial 2012 multimedia guide explored the ways families use this type of interpretive device, as well as the their perspectives about the impact and value of the multimedia guide experience. Hear what lessons have been learned through evaluation at these two museums about developing family multimedia and mobile tours, and discover how they are impacting family visitor experiences.
Why, when, and how should we use apps in the library, particularly with young children? Find some answers to these questions. Discover apps that aid early literacy, math, and science learning as well as some notable eBook apps. Get ideas on how to use iPads in library programming.
Mobile technology in young children's everyday life is inevitable. Studies show risk for this sensitive age. How to design devices for kids that are not only unobtrusive, but also support natural development and learning?
This is a PowerPoint Presentation that discusses how play is the most important process through which young children learn. Although toys are fun, they are also tools that can help children learn about themselves and the world around them.
Presented by Brian Housand, PhD
http://brianhousand.com
Arkansas Gifted Conference 2014
Hot Springs, AR
February 2014
bit.ly/agate2014
Today’s young people have unprecedented access to powerful tools designed for creative production. Yet, students are often being asked to unplug rather than meaningfully connect with technology. This session explores a virtual playground designed to get teachers and students plugged into new outlets for promoting creative productive giftedness.
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Gifted Kids and Tech - What Parents Need to KnowBrian Housand
brianhousand.com/page2015
If growing up in a digital age is challenging, raising kids in a digital age is even more difficult. With unprecedented access to technology that seemingly changes on an almost daily basis, gifted children are being asked to grow up online. This session will equip parents and teachers with tools and strategies to empower and engage today’s youth in meaningful ways.
Giftedkids.ie - Gifted Advocacy & Support for Gifted ChildrenGiftedkids.ie
Presentation given as part of the Giftedkids.ie workshop at the Irish Centre for Talented Youth's Gifted Education Conference on March 13th 2010, Dublin City University
As more and more art museums develop multimedia and mobile guides to be part of their interpretive offerings for visitors, some are developing guides specifically for family audiences. The Nelson-Atkins Museum of Art and the Whitney Museum of American Art have both made that decision, and are using evaluation to develop and refine their guides in order to provide engaging and valuable experiences for families. A front-end study at the Nelson-Atkins surveyed parents about their preferences for mobile guide content from their own perspectives as adult learners, from their perspectives as parents, and from the perspectives of their children. A summative study of the Whitney’s Biennial 2012 multimedia guide explored the ways families use this type of interpretive device, as well as the their perspectives about the impact and value of the multimedia guide experience. Hear what lessons have been learned through evaluation at these two museums about developing family multimedia and mobile tours, and discover how they are impacting family visitor experiences.
Why, when, and how should we use apps in the library, particularly with young children? Find some answers to these questions. Discover apps that aid early literacy, math, and science learning as well as some notable eBook apps. Get ideas on how to use iPads in library programming.
Mobile technology in young children's everyday life is inevitable. Studies show risk for this sensitive age. How to design devices for kids that are not only unobtrusive, but also support natural development and learning?
This is a PowerPoint Presentation that discusses how play is the most important process through which young children learn. Although toys are fun, they are also tools that can help children learn about themselves and the world around them.
ศ.นพ.วิจารณ์ พานิช keynote speaker การประชุม International Seminar on “Construction Guidelines for Standards and Competency Framework of Early Childhood Education” 20 July – 4 August 2016 โดยมหาวิทยาลัยสวนดุสิต
PowerPoint Presentation for the National Association for Family Child Care (NAFCC), The New England Symposium On Play (William H. Strader, Ed.D.) and Grounds For Play (David Reeves)
Learning Through Play, The Old School WayLucinda Rush
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on their lifelong experiences with high-tech video games. Examples of non-technology based games that have been effective with undergraduates are provided. Specifically, a case study that the presenter conducted, of creating an innovative Candy Land based game to teach information ethics will is described. Student responses and assessment of student learning is shared.
Slide presentation used in the Live Webinar during the TEFL2YL EVO 2018 Sessions for Week 3 Board Games on Moodle4Teachers.https://moodle4teachers.org/course/view.php?id=91
Live Webinar hosted by Integrating Technology on WizIQ by Dr Nellie Deutsch and co-presented by Sheryl McCoy and Nives Torresi.
The digital board game mentioned in this presentation is also on slideshare at this link https://www.slideshare.net/NivesTorresi/digital-board-game-for-tefl2yl-evo-sessions-2018-week-3
Recording of the Webinar will be available on the following playlist in YouTube soon https://www.youtube.com/playlist?list=PL3t2HJcKLuQnBcYdlhbeLT_PwMvmc1_tF
Modified1 lego slides putting play in our secondary practice for hice 2013
1. Enhancing Learning Opportunities
and Student Success with
Play-Based Learning
at the Secondary Level
Hawaii International Conference on Education
January 6-9, 2013
Drs. Alicia Wenzel & Cindy Ryan
Western Oregon University, OR
2. • What do you first
think of when you
hear the word
“play”:
– As teachers?
– As parents?
– As humans?
3. Play Theory
• Piaget, Vygotsky, Erikson, and other theorists have studied play
and its importance on children’s development in the following
areas:
– Social-Emotional - Cognitive
– Language - Physical
– Creative - Cultural
Or, of big
This is a common kids
image when many “playing.”
think of little kids
“playing.”
BUT, isn’t there more???
4. Benefits of Play
• It is through play that children grow and develop - individually, with
others, and as part of a larger community.
Wordle.net
5. Unfortunate state of affairs
• Play has changed dramatically over the last half century, and has been
virtually eliminated in many schools at all levels.
• HOWEVER, children of all ages need to:
• engage in play to build executive functioning,
• learn how to interact socially and to work as teams,
• put theory to practice
• problem solve, critical think, risk, learn to fail and win (graciously)
• have opportunities to develop in all areas of their being
• Removing play is hazardous to one’s health (Isenberg & Quisenberry, 1998; Hurwitz,
2002/2003; Pellagrini, 2005)
6. Necessary or not?
• As educators we know that play is vital to the
development of young children, but how
important is play in the development for
middle and high school students?
http://www.prweb.com/releases/2012/3/prweb9293984.htm
7. Guiding Research Qs:
What does play-based learning mean and look like for
secondary students?
How can facets of play in early childhood effectively translate to
a secondary learning environment so that help young
adolescents have greater success in school?
What are specific, successful play-based practices that can be
incorporated into secondary classrooms?
What are barriers or challenges related to incorporating play-
based learning opportunities and how can we positively address
each?
8. Play in adolescence
• The maturation of the frontal lobe continues in adolescence.
– increase in speed and efficiency of thought
– spatial working memory improves,
– emotional regulation becomes greater,
– planning and problem solving skills increase,
– scientific reasoning and ability to understand one’s own thinking develops
• Play & pastimes often are a group production
– equipment for organized sports or activities
– electronic games
– complex head games
• At the same time, preteens lavish lots of time and concentration
on individual interests.
– books
– music
– elaborate construction
9.
10. Generalizing Play Theory & Practice
to other levels
• ‘Play’ at the MS & HS levels:
Students garden at Scarsdale MS
Gaming teaches HS students
problem-solving skills Balsa Bridge Building Contest
for all Physics 11 &12
students
Kids creating murals Debate
Theatrical & musical
productions Team competing at FIRST
11. More play-based opportunities
• Incorporating activities through & with T.V., movies, songs they know
• Online gaming
• Robotics & Lego Design
• Role-Playing
• Music
– Singing
– Playing instruments
– Creating lyrics
• Art
– Collage
– Sculpture
– Photography
– Graphic design
• Video-Movie Making
– Commercials
– Videos
– News reports
• Mobile Technologies
Ways to use iPads in the classroom
12. More examples of play, games, and
problem/project based learning
• White Plains School District
– http://newlearninginstitute.org/digital-media-programs/school-b
• Middle School Example-D3 Lab
– http://newlearninginstitute.org/d3-lab-nightingale-middle-schoo
• High School Example-Project & Standard Based Learning
School
– http://www.youtube.com/watch?v=ovkW8M8vD5o
13. Play based resources:
• Brown, S. (2009). Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul.
London, England. Penguin Books, Inc.
• DeKoven, B. (2005). Junkyard Sports. Champaign, IL: Human Kinetics.
• DeKoven, B. (2002). The Well-Played Game: A Playful Path to Wholeness. Lincoln, NE: iUniverse.
• Hurwitz, S. C. (2002/2003). To be successful: let them play! Child Education. 79:101–102.
• Isenberg, J. & Quisenberry, N.L. (1998). Play: a necessity for all children . Child Education. 64:138 –145.
• Kemp, G., Smith, M., DeKoven, B., & Segal, J. (2012). Play, creativity, and lifelong learning: Why play
matters for both kids and adults.
– http://www.helpguide.org/life/creative_play_fun_games.htm
• McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the
World. Penguin Books.
• Nash, R. (2010). The active classroom field book. Thousand Oaks, CA: Corwin.(Includes numerous
success stories from active classrooms K-12, and lots of ideas of how to incorporate active learning into
the classroom).
• Nash, R. (2010). The active classroom: Practical strategies for involving students in the learning process.
Thousand Oaks, CA: Corwin.(Promotes classroom experiences that engage students at all levels in active
learning. Shares research to back up the need for active learning).
• Pellegrini, A.D. & Bohn, C.M. (2005). The role of recess in children’s cognitive performance and school
adjustment. Educ Res. 2005;34:13–19
• Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Course Technology
PTR.
• Vygotsky, L.S. (1978, original essay published in 1933). “The Role of Play in Development,” in M. Cole, V.
John-Steiner, S. Scribner, & E. Souberman (Eds.). Mind in Society: The Development of Higher
Psychological Processes, 92-104.
14. The benefits of play based learning
• 10 Reasons Play Can Make You Healthy, Happy, and More Productive – Top ten list of the many
ways play contributes to mental and physical health. (U.S. News & World Report)
– http://health.usnews.com/health-news/family-health/childrens-health/articles/2009/03/09/10-reasons-play-can-make-yo
.
• Play Science: The Patterns of Play – Learn about the different ways human beings play, the roles these
different patterns of play serve, and how we benefit from them. (National Institute for Play)
– http://nifplay.org/states_play.html.
• The Value of Play I: The Definition of Play Provides Clues to Its Purposes – Psychologist Peter Gray
discusses the purpose and benefits of play. (Psychology Today)
– http://www.psychologytoday.com/blog/freedom-learn/200811/the-value-play-i-the-definition-play-provides-clues-its-pur
.
• The Value of Play II: How Play Promotes Reasoning in Children and Adults – Learn how playfulness
can improve reasoning and problem-solving skills. (Psychology Today).
– http://www.psychologytoday.com/blog/freedom-learn/200812/the-value-play-ii-how-play-promotes-reasoning-in-childre
.
• Leisure Play Is Important for Human Collaboration – Article describes how play teaches human
beings to cooperate and curbs tendencies towards aggression and dominance. (PsychCentral).
– http://psychcentral.com/news/2009/04/17/leisure-play-is-important-for-human-collaboration/5398.html
.
15. Play and problem/project based
learning activities
• FIRST-lego & robotics activities and competitions for ages 6-18
– http://www.usfirst.org/roboticsprograms
• Problem and project-based learning activities.
– http://www.mrsoshouse.com/pbl/pblin.html
• More problem and project-based learning activities. Search for projects developed by
others or contribute your own. Many list the standard/s addressed.
– http://www.pbl-online.org/.
• ‘Electronic’ posters- seeks to bring the poster into the 21st century by allowing users to
create a digital poster, or glog, with multimedia and hyperlinked elements.
– http://edu.glogster.com/
• Ed Tech Teacher Recommended iPad Apps, Links, & Ideas
– http://www.edtechteacher.org/index.php/teaching-technology/mobile-technology-apps/ipad-apps
• Future Problem Solving Program International-To develop the ability of young people
globally to design and promote positive futures using critical, creative thinking.
– http://www.fpspi.org/
• Using mobile phones in the classroom
– http://www.guardian.co.uk/teacher-network/2012/sep/10/mobile-phones-classroom-teaching-
• 100 Ways to use iPads in the classroom
– http://edudemic.com/2012/09/100-ways-to-use-ipads-in-your-classroom/
16. Serious games:
•26 Learning Games to Change the World
– http://www.missiontolearn.com/2008/04/learning-games-for-change/
•Foldit -computer game enabling you to contribute to important scientific research.
– http://fold.it/portal/info/about
•Filament Games-beautiful, educational games for most subject areas including 21 st century skills
– http://www.filamentgames.com (Youtube clip on some games on the site:
– http://www.youtube.com/watch?v=T_73na0SiRE (Youtube clip showing some of the games)
•iCivics-prepares young Americans to become knowledgeable, engaged 21st century citizens with 16
educational video games as well as standards-aligned teaching materials.
– http://www.icivics.org-
•Mike Farley (MS & HS teacher)-webpage with serious games and accompanying curriculum
– http://mikefarley.weebly.com/serious-games.html
Other ideas for play, problem, & project based learning:
•Mobile technology: Combines 21st century skills with many interests of students
•Plays: Students create their own or use a pre-made one. So many options!
•Internships: local-international
•Service Learning: local-international
17. "What do most Nobel Laureates, innovative
entrepreneurs, artists and performers, well-
adjusted children, happy couples and
families, and the most successfully adapted
mammals have in common? They play
enthusiastically throughout their lives."
~ Stuart Brown, Institute of Play