The document discusses using serious computer games to foster social competence. It summarizes a conference that presented the SGSCC project, which aims to develop games to train social and creative competences. A literature review found little research on using games for this, but some studies found games improved social skills for those with learning difficulties. A survey found stakeholders thought games could motivate players and help with problem-solving, while beneficiaries reported games should be fun and include social interaction. The project aims to create multi-language games to help players express themselves at work and resolve conflicts.
This document provides a 3-part lesson on digital citizenship. Students will first research an assigned topic related to digital citizenship such as cyberbullying or internet safety. They will then discuss their topic in an online forum, responding to other students. Finally, students will work in groups to create an online poster about their topic to teach their peers. The goal is for students to understand what it means to be a responsible digital citizen.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills needed for success in the 21st century. It identifies seven key skills: critical thinking, collaboration, agility, initiative, communication, analyzing information, and curiosity. Media literacy is also discussed as an important competency. Students should develop skills with technology tools, build relationships to solve problems, design information for various audiences, and manage multiple streams of data. Developing these skills will help students learn through experience and apply their knowledge.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
This document discusses using technology to implement higher level thinking skills aligned with Common Core objectives. It provides examples of using tools like iPad apps, interactive websites, digital storytelling and Scratch to engage students in projects involving skills like analysis, evaluation, and synthesis. Concerns about Common Core are addressed by focusing on concepts rather than facts and ensuring lessons are relevant, interesting, and connect to students' lives. Bloom's Taxonomy is presented as a framework for developing critical thinking through questioning techniques.
This document provides a vision for lifelong learning and education in the year 2020, enabled by advances in educational technology. Key elements include:
1) Intelligent toys that track children's learning from an early age and provide personalized feedback and recommendations to parents and teachers.
2) Game-based and virtual reality learning environments in preschool that assess students and provide adaptive, collaborative learning experiences.
3) Ubiquitous connectivity and personalized digital libraries in high school that facilitate project-based and community-focused learning through tools like augmented reality, simulations, and virtual mentors.
4) A scenario describing a kindergarten student's personalized learning experience using technologies like intelligent toys, virtual field trips, and
On the Go: Mobile Technologies and LiteracyDawn Armfield
Mobile technologies like smartphones and tablets are increasingly being used for educational purposes but also present some obstacles. Cost, determining appropriate pedagogical uses, gaining student acceptance, and questions around developing new literacies are challenges. Some of the ways mobile technologies are being used include lectures, engaging students, supporting meaning-making, and facilitating teacher-student interaction. Research also shows that students are actively using mobile devices for both learning and social activities in ways that reflect the development of new media literacies.
The document discusses using serious computer games to foster social competence. It summarizes a conference that presented the SGSCC project, which aims to develop games to train social and creative competences. A literature review found little research on using games for this, but some studies found games improved social skills for those with learning difficulties. A survey found stakeholders thought games could motivate players and help with problem-solving, while beneficiaries reported games should be fun and include social interaction. The project aims to create multi-language games to help players express themselves at work and resolve conflicts.
This document provides a 3-part lesson on digital citizenship. Students will first research an assigned topic related to digital citizenship such as cyberbullying or internet safety. They will then discuss their topic in an online forum, responding to other students. Finally, students will work in groups to create an online poster about their topic to teach their peers. The goal is for students to understand what it means to be a responsible digital citizen.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills needed for success in the 21st century. It identifies seven key skills: critical thinking, collaboration, agility, initiative, communication, analyzing information, and curiosity. Media literacy is also discussed as an important competency. Students should develop skills with technology tools, build relationships to solve problems, design information for various audiences, and manage multiple streams of data. Developing these skills will help students learn through experience and apply their knowledge.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
This document discusses using technology to implement higher level thinking skills aligned with Common Core objectives. It provides examples of using tools like iPad apps, interactive websites, digital storytelling and Scratch to engage students in projects involving skills like analysis, evaluation, and synthesis. Concerns about Common Core are addressed by focusing on concepts rather than facts and ensuring lessons are relevant, interesting, and connect to students' lives. Bloom's Taxonomy is presented as a framework for developing critical thinking through questioning techniques.
This document provides a vision for lifelong learning and education in the year 2020, enabled by advances in educational technology. Key elements include:
1) Intelligent toys that track children's learning from an early age and provide personalized feedback and recommendations to parents and teachers.
2) Game-based and virtual reality learning environments in preschool that assess students and provide adaptive, collaborative learning experiences.
3) Ubiquitous connectivity and personalized digital libraries in high school that facilitate project-based and community-focused learning through tools like augmented reality, simulations, and virtual mentors.
4) A scenario describing a kindergarten student's personalized learning experience using technologies like intelligent toys, virtual field trips, and
On the Go: Mobile Technologies and LiteracyDawn Armfield
Mobile technologies like smartphones and tablets are increasingly being used for educational purposes but also present some obstacles. Cost, determining appropriate pedagogical uses, gaining student acceptance, and questions around developing new literacies are challenges. Some of the ways mobile technologies are being used include lectures, engaging students, supporting meaning-making, and facilitating teacher-student interaction. Research also shows that students are actively using mobile devices for both learning and social activities in ways that reflect the development of new media literacies.
Keynote on digital citizenship, that explores how to see it, plan for it, involve students in policy development, how to help student frame ethical issues related to living a digital lifestyle.
This document provides an overview of a presentation titled "Parenting 2.0: The Presentation Your Parents Want to Hear" given by Rita Oates, PhD. The presentation aims to help parents understand the challenges of parenting in a technology-rich world. It discusses issues like cyberbullying, online safety, and helping children develop technology fluency rather than just literacy. The presentation reviews research on parents' technology concerns and shares strategies and resources to help parents have conversations with their children about appropriate online behavior and developing balanced technology habits. It also recommends books to help parents navigate issues around their children's technology use.
A presentation by Eileen Buhr about teaching digital citizenship skills to elementary school students. It summarizes a webinar by Craig Badura, while also providing a brief rationale for teaching digital citizenship, an outline of topics to cover, and links to a variety of other resources.
This document discusses how technology is changing the way students learn and identifies gaps between formal education and students' online learning experiences. It notes that students are parallel processors accustomed to random access of information and prefer visuals, gaming, and teaching themselves. The document calls for education systems to shift focus from content delivery to context, participation, co-creation, and developing skills like collaboration, creativity, and problem-solving to prepare students for future careers. It advocates experimenting with new pedagogical approaches centered on themes like improvisation, imagination, and interaction to better engage today's students.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
The document outlines 21 steps for 21st century learning and strategic planning for technology-rich learning environments. It discusses expectations for student skills and behaviors with laptop initiatives, and recommendations for increasing digital literacy, teacher competencies, and realigning educational outcomes. The document also addresses developing policies, understanding stakeholder concerns, and ensuring initiatives focus on transforming learning rather than just adding technology.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills and strategies for 21st century learning. It identifies seven key survival skills for the 21st century: critical thinking, collaboration, agility, initiative, communication, assessing information, and curiosity. It also discusses the importance of innovation, brain research that supports experiential learning, 21st century skills like problem solving and communication, and digital and media literacy. Finally, it advocates for collaboration as a key to overcoming global challenges.
Ch4 Social interaction in a paper vs. computer- based activity begonapino.comBegoña Pino
Social interaction in a paper vs. computer- based activity - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
This document provides an agenda and resources for a workshop on digital citizenship for PYP educators. It includes introductions, terminology, opportunities for reflection, and discussions of key concepts like the three areas of digital citizenship (safety, skills, interaction), 21st century skills, the IB learner profile, and implications of web 2.0 and 3.0 technologies. Participants collaborate on an online glossary and revise definitions of the learner profile to consider digital opportunities. The goal is to help educators prepare students for a world impacted by rapid technological change through developing responsible digital citizenship.
This document provides an agenda and discussion prompts for a meeting about digital citizenship. It includes activities like sharing thoughts on readings, discussing student examples using a rubric, and considering how to address digital citizenship concepts in school policies. Reflection questions encourage thinking about how to apply ideas to improve teaching practices and drive changes around educational technology.
Study: Children's Future Requests for Computers & the InternetLatitude Research
This document summarizes a study by the research consultancy Latitude on children's future requests for computers and the internet. The study asked 201 children aged 12 and under from around the world to draw what they would like their technology to do. It found that children envision seamless integration of online and offline experiences. Many requested more intuitive, human-like interaction through voice and touch controls. There were also differences between regions, with American/European children focused more on games and entertainment, while African/Asian children saw technology as helping achieve real-world goals.
Digital literacy - a new language for disruptionJoyce Hostyn
The document discusses the concept of digital literacy and how it is becoming increasingly important. It notes that 80% of CIOs surveyed felt that their top management was not fully digitally literate. It also contains quotes about how the illiterate of the 21st century will be those who cannot learn, unlearn and relearn. Overall, the document emphasizes that digital literacy and the ability to adapt to changes in digital technology will be crucial for individuals, organizations and societies going forward.
The document discusses coding education initiatives and proposes an alternative approach using Scratch, a visual programming language. It emphasizes teaching coding through creative expression and sharing projects online rather than solely as a technical skill. Students use Scratch to make interactive stories and games while also learning collaboration, problem-solving, and seeing themselves as creators who can contribute to society through digital technologies.
Pedro Encarnação: “LUDI”- Technology and Play for Children with DisabilitiesBeitissie1
The document summarizes a slide presentation given by Pedro Encarnação at the 6th International Conference on Disabilities in Israel in 2015. The presentation was about the LUDI COST Action, a pan-European network focused on studying play for children with disabilities. The network includes 27 countries and over 80 members organized into four working groups addressing topics like the relationship between disabilities and play, technologies to support play, contexts for play, and methods/frameworks to develop play. The long term goals of the network are to collect knowledge on play for children with disabilities and provide guidelines to support play through technology and intervention models.
The document discusses digital literacy and its importance in education. It defines digital literacy as the ability to understand and use information from various digital sources in an ethical manner. It highlights how technology and digital tools can enhance learning by allowing collaboration, problem solving, and sharing of knowledge. The document advocates embracing technology and digital literacy to extend our own knowledge through hands-on and proactive learning approaches.
This document discusses edutainment, which is defined as using entertainment media like television, video games, films and websites to educate. It provides examples of edutainment vendors for different media like TV shows, computer games and websites. Advantages are discussed like learning at one's own pace and taking learners to new environments. Disadvantages include criteria like learnability, technical requirements and interactivity. The conclusion states technology has made edutainment possible through multi-sensory learning in a new way.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
Keynote on digital citizenship, that explores how to see it, plan for it, involve students in policy development, how to help student frame ethical issues related to living a digital lifestyle.
This document provides an overview of a presentation titled "Parenting 2.0: The Presentation Your Parents Want to Hear" given by Rita Oates, PhD. The presentation aims to help parents understand the challenges of parenting in a technology-rich world. It discusses issues like cyberbullying, online safety, and helping children develop technology fluency rather than just literacy. The presentation reviews research on parents' technology concerns and shares strategies and resources to help parents have conversations with their children about appropriate online behavior and developing balanced technology habits. It also recommends books to help parents navigate issues around their children's technology use.
A presentation by Eileen Buhr about teaching digital citizenship skills to elementary school students. It summarizes a webinar by Craig Badura, while also providing a brief rationale for teaching digital citizenship, an outline of topics to cover, and links to a variety of other resources.
This document discusses how technology is changing the way students learn and identifies gaps between formal education and students' online learning experiences. It notes that students are parallel processors accustomed to random access of information and prefer visuals, gaming, and teaching themselves. The document calls for education systems to shift focus from content delivery to context, participation, co-creation, and developing skills like collaboration, creativity, and problem-solving to prepare students for future careers. It advocates experimenting with new pedagogical approaches centered on themes like improvisation, imagination, and interaction to better engage today's students.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
Digital storytelling can be used to promote understanding in the classroom by having students create digital stories using media like video, sound, and images. The document provides examples of how digital storytelling aligns with state technology standards and 21st century skills. It also lists many websites that provide resources and examples of digital stories.
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
The document outlines 21 steps for 21st century learning and strategic planning for technology-rich learning environments. It discusses expectations for student skills and behaviors with laptop initiatives, and recommendations for increasing digital literacy, teacher competencies, and realigning educational outcomes. The document also addresses developing policies, understanding stakeholder concerns, and ensuring initiatives focus on transforming learning rather than just adding technology.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills and strategies for 21st century learning. It identifies seven key survival skills for the 21st century: critical thinking, collaboration, agility, initiative, communication, assessing information, and curiosity. It also discusses the importance of innovation, brain research that supports experiential learning, 21st century skills like problem solving and communication, and digital and media literacy. Finally, it advocates for collaboration as a key to overcoming global challenges.
Ch4 Social interaction in a paper vs. computer- based activity begonapino.comBegoña Pino
Social interaction in a paper vs. computer- based activity - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
This document provides an agenda and resources for a workshop on digital citizenship for PYP educators. It includes introductions, terminology, opportunities for reflection, and discussions of key concepts like the three areas of digital citizenship (safety, skills, interaction), 21st century skills, the IB learner profile, and implications of web 2.0 and 3.0 technologies. Participants collaborate on an online glossary and revise definitions of the learner profile to consider digital opportunities. The goal is to help educators prepare students for a world impacted by rapid technological change through developing responsible digital citizenship.
This document provides an agenda and discussion prompts for a meeting about digital citizenship. It includes activities like sharing thoughts on readings, discussing student examples using a rubric, and considering how to address digital citizenship concepts in school policies. Reflection questions encourage thinking about how to apply ideas to improve teaching practices and drive changes around educational technology.
Study: Children's Future Requests for Computers & the InternetLatitude Research
This document summarizes a study by the research consultancy Latitude on children's future requests for computers and the internet. The study asked 201 children aged 12 and under from around the world to draw what they would like their technology to do. It found that children envision seamless integration of online and offline experiences. Many requested more intuitive, human-like interaction through voice and touch controls. There were also differences between regions, with American/European children focused more on games and entertainment, while African/Asian children saw technology as helping achieve real-world goals.
Digital literacy - a new language for disruptionJoyce Hostyn
The document discusses the concept of digital literacy and how it is becoming increasingly important. It notes that 80% of CIOs surveyed felt that their top management was not fully digitally literate. It also contains quotes about how the illiterate of the 21st century will be those who cannot learn, unlearn and relearn. Overall, the document emphasizes that digital literacy and the ability to adapt to changes in digital technology will be crucial for individuals, organizations and societies going forward.
The document discusses coding education initiatives and proposes an alternative approach using Scratch, a visual programming language. It emphasizes teaching coding through creative expression and sharing projects online rather than solely as a technical skill. Students use Scratch to make interactive stories and games while also learning collaboration, problem-solving, and seeing themselves as creators who can contribute to society through digital technologies.
Pedro Encarnação: “LUDI”- Technology and Play for Children with DisabilitiesBeitissie1
The document summarizes a slide presentation given by Pedro Encarnação at the 6th International Conference on Disabilities in Israel in 2015. The presentation was about the LUDI COST Action, a pan-European network focused on studying play for children with disabilities. The network includes 27 countries and over 80 members organized into four working groups addressing topics like the relationship between disabilities and play, technologies to support play, contexts for play, and methods/frameworks to develop play. The long term goals of the network are to collect knowledge on play for children with disabilities and provide guidelines to support play through technology and intervention models.
The document discusses digital literacy and its importance in education. It defines digital literacy as the ability to understand and use information from various digital sources in an ethical manner. It highlights how technology and digital tools can enhance learning by allowing collaboration, problem solving, and sharing of knowledge. The document advocates embracing technology and digital literacy to extend our own knowledge through hands-on and proactive learning approaches.
This document discusses edutainment, which is defined as using entertainment media like television, video games, films and websites to educate. It provides examples of edutainment vendors for different media like TV shows, computer games and websites. Advantages are discussed like learning at one's own pace and taking learners to new environments. Disadvantages include criteria like learnability, technical requirements and interactivity. The conclusion states technology has made edutainment possible through multi-sensory learning in a new way.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
פדרו אנקארנקאיו: LUDI - טכנולוגיה ומשחק לילדים עם צרכים מיוחדים - מצגתBeitissie1
משחק חשוב להתפתחותם של ילדים, והוא מסייע לפיתוח מלוא יכולותיהם של ילדים עם מוגבלויות. LUDI היא רשת פן-ארופאית שבה נציגים מ - 27 מדינות מקיימים פעילות משותפת שמטרתה מחקר משחקים לילדים עם מוגבלויות. בהרצאתו מתאר פדרו אנקארנקאיו את מבנה הרשת, חשיבותה ופעילותה.
The document summarizes a research study that assessed the effect of computer games on the proficiency of teacher trainees in using conventional expressions in conversations. The study exposed 104 teacher trainees (70 female, 34 male) to computer games involving conversations for a week. They were then tested on their proficiency using a 30-item achievement test with dialogues requiring conventional expressions. The female trainees scored significantly higher than the male trainees on average. The study found that computer games have potential to improve student-teachers' cognitive, affective and psychomotor skills when used for language learning.
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based contexts. Recreational Computer Games make a positive impact on children’s subsequent performance after instructional tasks. Playing the games, children live in both physical and virtual spaces such as chat rooms, email, and communication. The tool to test their proficiency has thirty items. The achievement test has ten dialogues with three blanks in each for the students to fill them up. This is an experimental study with a single group design. After a stratified sample of 70 female and 34 male teacher trainees were exposed to some computer games involving fun and conversations for a week, they were tested for their proficiency. The tool was a standardized one. The levels of proficiency of the male and female teacher trainees were found to be average and above average. The‘t’test was applied. The proficiency of the female teacher trainees was found to be significantly higher than that of the male teacher trainees. The computer games have the potential to improve the cognitive, affective and psychomotor skills of the student-teachers.
The document discusses the use of information and communication technologies (ICT) in early childhood education. It defines ICT and explains how ICT can support teaching and learning by providing information and allowing children to construct knowledge. ICT competencies refer to the appropriate, productive, and safe use of digital technologies for learning. The document also discusses potential benefits and risks of using ICT in early childhood, including how ICT can enhance learning but may also displace other activities or expose children to inappropriate content. It provides an example of an activity where children used tablet computers to create Christmas cards and expresses that ICT can engage children and allow customization when creating art.
This document discusses research on the benefits and risks of technology use among young children. It finds that limited computer use of under 8 hours per week is associated with cognitive and academic benefits, while over 8 hours is linked to less physical activity and socializing. It also discusses studies showing that computer access can improve school readiness, especially for disadvantaged children, and that multimedia aids comprehension for deaf children compared to text alone. The document advocates for developmentally appropriate and guided technology use in early education.
We Think Everywhere - Digital Languages and Creative Pedagogies - Workshop pr...Louise Lowings
The document summarizes a 3-year research project conducted by early childhood educators from the UK and Sweden exploring the use of digital technologies and creative pedagogies in early childhood settings. The project aims to understand both the risks and benefits of technology use with young children and identify strategies to make digital media a valuable learning tool. Key outcomes of the research include ensuring children have independence and ownership over content when using apps and integrating digital media with other materials in multimodal contexts.
The document discusses the characteristics of the "Net Generation" or students who have grown up with technology. It notes that these students spend much more time using digital media than reading books or newspapers. They are comfortable with visuals and multi-tasking. The document advocates teaching students 21st century skills like information literacy, problem solving, and lifelong learning to prepare them for a digital world.
The document discusses the characteristics of the "Net Generation" or students born after 1982 who have grown up with technology. It notes that these students spend much more time using computers, video games, and the internet than reading books or in classrooms. As a result, they learn differently and educators must adapt teaching approaches to their skills with visuals, games, multitasking and finding information online rather than traditional lectures. The document advocates for teaching students 21st century skills like problem solving, collaboration and information literacy through inquiry-based learning rather than memorization.
This paper summarizes studies from 2003-2013 on how information and communication technologies (ICTs) can support skills in kindergarteners, including early literacy, mathematics, cognitive, social-emotional, and creativity skills. It examines the effectiveness of ICT for special education and gifted children. There are eight sections that overview how ICTs can specifically support early literacy, mathematics, cognitive skills, etc. The paper also discusses teachers' positive attitudes towards ICTs and the need for training to enhance their skills and confidence in using technologies.
The document discusses the changing definition of literacy and skills needed for students in the 21st century. It emphasizes the importance of digital literacy, online collaboration, and using technology as a tool for learning and communication. Skills like critical thinking, communication, and problem solving are emphasized as important for students and preparing them for the modern workforce. The document provides examples of online tools and resources that can be used to develop these skills through collaborative activities.
CHADD 2014 Should Children with ADHD Play Minecraft?Randy Kulman
This document discusses potential benefits and concerns regarding children with ADHD playing Minecraft. It summarizes research showing that video games can positively impact cognition, motivation, social behavior, and emotion regulation for children. Specifically, games may improve spatial skills, problem-solving, persistence, and social/emotional regulation. However, children with ADHD or autism are more at risk for problematic game use. Inattention is linked to problematic use, and role-playing games are associated with issues for those with autism. The document examines whether parents and educators have choice regarding technology and considers developmental trends in media use.
The document discusses the changing definition of literacy and skills needed for students in the 21st century. It emphasizes the importance of developing digital citizenship skills and 21st century literacy skills across various content areas. These include skills like critical thinking, communication, collaboration, and using technology for research and communication. The document also provides definitions and discussions of key aspects of digital citizenship like digital etiquette, rights and responsibilities, communication, and literacy.
The document provides an overview of a presentation on educational technology in Reading Public Schools. It discusses the differences between educational technology and technology education. It outlines the current state of educational technology and future planning. It also discusses 21st century skills and standards, including the Partnership for 21st Century Skills framework and Massachusetts' recommended K-12 technology literacy standards.
The Role of the Media Industry in Advancing Digital & Media LiterRenee Hobbs
The document discusses the role of the media industry in advancing digital and media literacy, noting the tension between empowering learners and protecting them from negative influences. It provides a history of industry involvement in media literacy education and compares approaches from the 1960s that emphasized empowerment to more recent efforts focused on protection. The document argues for a balanced approach that promotes both empowerment and protection for learners.
Similar to Fostering social competence through educational (serious) computer games (20)
Robotics and Education – EduRob Project Results Launch
10:45 Introduction to the EDUROB Project (Professor Penny Standen)
11:00 Robotic Learning Demos (Andy Burton, Nick Shopland, Steve Battersby)
11:30 Robots in Schools – initial findings (Joanna Kossewska, Lorenzo Desideri) See also ‘Education of children with disabilities using NAO robot mediation – the Polish experience’ - Joanna Kossewska, Elżbieta Lubińska-Kościółek, Tamara Cierpiałowska, Sylwia Niemiec-Elanany, Piotr Migo, Remigiusz Kijak (Pedagogical University of Krakow, Poland)
12:00 Interactive hands-on sessions with the robots
12:30 Discussion with attendees re: potential impact on educational practice and pedagogy (led by Penny Standen/Tom Hughes Roberts/Andrean Lazarov)
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Educational Robotics for Students with disabilities (EDUROB) - brochure
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Communication in People with Autism? Data from a New Feasibility Study ( Matthew Belmonte, Emma Weisblatt, Alicia Rybicki, Beverley Cook, Caroline Langensiepen, David Brown, Manuj Dhariwal, Tanushree Saxena-Chandhok and Prathibha Karanth)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley Cook and Philip Twidle)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
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Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
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Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
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Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
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Fostering social competence through educational (serious) computer games
1. ITAG 2013
17-18 October 2013
Nottingham, UK
Karel Van Isacker, Mariya Goranova
(PhoenixKM BVBA)
Manfred Pretis (Social Innovative
Network)
Prof.Dr.Rumen Stamatov, Dr.
Svetlana Sarijska (Plovdiv University
“Paisii Hilendarski”)
Fostering social
competence through
educational (serious)
computer games
2. ITAG conference,17-18.10.2013
Nottingham,UK
SGSCC: Serious Games for Social &
Creative Competences
Despite
the importance of social competence
(SC), its systematic use within school programmes
and vocational training is under-developed.
SGSCC is a 30 months project dedicated to the
conceptualisation & development of social
competence training related to adult education,
school curricula & professional development.
Outcomes: A set of training materials on social
competences and creativity using 3D scenarios,
web and mobile games will be created in English,
Bulgarian, German, Dutch, Turkish, Serbian &
Lithuanian.
3. ITAG conference,17-18.10.2013
Nottingham,UK
Partners
Plovdiv
University “Paisii Hilendarski” - Bulgaria
Dr. Pretis – Social Innovative Network - Austria
PhoenixKM BVBA - Belgium
VSI Hi.Te.Co. – High Technology for Cooperation Lithuania
Nottingham Trent University - UK
İstanbul Milli Eğitim Müdürlüğü - Turkey
Belgrade Open School (Beogradska otvorena
škola) - Serbia
INTERPROJECTS - Bulgaria
5. ITAG conference,17-18.10.2013
Nottingham,UK
Background
The
concept of social competence also presents
problems of conceptualisation and assessment
(Waters & Sroufe, 1983)
Most
authors agree that social competence has
diverse component variables, which may vary
along continuous dimensions, and which is
constructed through social interaction in different
contexts (Topping el al. 2000)
6. ITAG conference,17-18.10.2013
Nottingham,UK
The importance of social competences
related to employability
It
has to be emphasised that social competence,
or soft skills themselves, have been identified by the
European commission as one of the key
benchmark indicators proving prosperity and wellbeing in the EU member states (EU 2005).
7. ITAG conference,17-18.10.2013
Nottingham,UK
Model of social competence
Social
competence has different subgroups
aimed at achieving different goals in the space of
social life of the self, who lives with others.
Social competence was examined by two
dimensions:
Intra-subject dimension: self-concept of the
confidence in own abilities, attitudes and behaviours of
reflection on the self - experiences, motives, objectives
pursued by self-regulation and responsibility for their
own behaviour and self-realization.
Interpersonal dimension: cognition, abilities and
attitudes, which provide complete construction of
social relationships based on understanding,
acceptance and respect of others, skills and attitudes
ensuring cooperation and joint problem solving of
responsibility for one's own behaviour and attitude for
others.
8. ITAG conference,17-18.10.2013
Nottingham,UK
1st Sub-group - Communication
Skills
This subgroup includes:
Ability to initiate conversations
on various topics;
Ability to listen;
Ability to express their emotions
in accordance with the context;
Empathy;
Acceptance;
Respect;
Self-discovery;
Self-presentation.
9. ITAG conference,17-18.10.2013
Nottingham,UK
2. Sub-group - Cooperation
This subgroup includes:
Planning and problem solving;
Standing on a someone else
point of view;
Following the rules, regulations,
guidelines;
Recognition of achievement
and merit of others;
Gratitude;
Engaging in pro-social
behaviors (promoting, sharing,
comforting, assisting).
10. ITAG conference,17-18.10.2013
Nottingham,UK
3. Sub-group - The Ability to Solve
Interpersonal Problems
This subgroup includes:
Definition of the conflict;
Search for a solution;
Evaluation of decisions;
Selection of solution
based on mutual
satisfaction of both parties
( no loss ) and its
application;
Ability to avoid a conflict;
Implementation of the
decision.
11. ITAG conference,17-18.10.2013
Nottingham,UK
4. Sub-group - Self-Esteem
This subgroup includes:
Linking
success with
their own abilities;
Not overestimating of
failure;
Realistic comparisons;
Acceptance of a
negative feedback;
Avoid self-destructive
criticism;
Sensitivity to their own
strengths.
12. ITAG conference,17-18.10.2013
Nottingham,UK
5. Sub-group – Self-Control
This subgroup includes:
Pre-consideration
of responses and behaviour;
Efforts in solving difficult tasks;
Resistance to temptation;
Prioritization of objectives;
Regulation of negative emotions.
13. ITAG conference,17-18.10.2013
Nottingham,UK
6th Subgroup - Assertiveness
This subgroup includes:
To
defend their own rights and
beliefs(open expression of
thoughts and feelings);
Reject unreasonable demands;
Launch applications/ direct
requests;
Making decisions without
succumbing to external pressure.
15. ITAG conference,17-18.10.2013
Nottingham,UK
Social competence and creativity in
adolescents/young adults with mild learning
difficulties
Children and adolescents with mild learning
disabilities are more likely to show problems related to
emotional literacy, empathy, perspective taking,
friendship, communication skills, anger management,
interpersonal problem solving and how to be
successful at school or at work (Guralnick, 2004).
Students with intellectual disabilities may experience
difficulty adequately performing an array of
important social skills, including engaging in
reciprocal interactions, elaborating social
exchanges, adapting to novel social circumstances,
and discerning and interpreting relevant social cues
(p. 179) Carter and Hughes (2005)
17. ITAG conference,17-18.10.2013
Nottingham,UK
Why to use computer games (in terms
of educational games) Nygren, (2011)
Educational
games could
Allow the teenager to geek out
Be a place for peer-to-peer learning
Be a safe-place for messing around
Be an arena to express one’s identity
Let the teenager relate the material in the game to hisor her own life
Appeal to teenagers’ wannabe adult side
Be a place to get challenged and increase self-efficacy
Be a place where the teenager creates his or her own
rules
Be a place where teenagers meet peers
18. ITAG conference,17-18.10.2013
Nottingham,UK
Little is known about the effect of educational
computer games to promote social
competence
Margalit
(1995) showed that a trained groups with
the computer program “I found a solution”.
showed increased skills related to different
measures of social competence
Breen
and Haring (1991) use computer games to
initiate communication between adolescents with
learning difficulties and non-disabled students. The
participants socially initiate more verbal contacts
with peers during exchanges based on computer
gaming than controls.
19. ITAG conference,17-18.10.2013
Nottingham,UK
Research question
In
which way can „serious“ (educational) games
be used (for young adults with learning difficulties)
to promote their social competence and creativity
Methodology
Survey
(online and via focus groups) among 573
stakeholders (family, trainers, teachers, end-user
organisations, etc.) and 300 beneficiaries (young
adults with learning difficulties)
851 participants made indications of their gender.
53.7 % of them were female, 46.3 % were male.
21. ITAG conference,17-18.10.2013
Nottingham,UK
Access to internet and games
knowledge
Majority
beneficiaries has access at home,
followed by work and public areas (libraries).
Most prevalent category:
“I do not know” or
playing “no educational
game”
In comparison to
commercial computer
games “educational
computer games might not
be known enough”.
22. ITAG conference,17-18.10.2013
Nottingham,UK
Fostering social competences by playing
educational computer games (stakeholders)
Which social skills might be fostered by educational games?
Motivation, self efficacy, problem solving
Strengths of educational games in the context of social skills
development for young adults with learning difficulties
Playing educational computer games is fun
Peers and friends also play educational games
Educational games can help the learner to be more
creative and pro-active
Percieved weaknesses
Not having teacher/tutor/ facilitator who can show how to
play
Lack of ability to apply those skills -learnt in the game- in
real life
Lack of availability of computer/tablet/smartphone
27. ITAG conference,17-18.10.2013
Nottingham,UK
Usage of educational games within
social skill training processes
Playing
computer games is very common (for
young adults with learning difficulties), however
educational games are not well known and rarely
used (played)
Strategically educational computer games should
focus on:
Motivation, self efficacy & problem solving
Supporting/monitoring teachers/tutors
Educational games must:
Be fun, include social-exchange processes
(mulitplayer) and stimulate creativity
29. ITAG conference,17-18.10.2013
Nottingham,UK
Opportunities and expected
effects
To get a job easier
To increase creativity
Optimism will be increased
What do we need to reach this goal?
research showing efficiency/effectiveness
computer and internet
Useful narratives:
Express myself at work
Solve conflicts with colleagues
Maintain one’s own opinion
“How I am able as a young person with learning difficulties to
express and present myself in a social adequate way”
30. ITAG conference,17-18.10.2013
Nottingham,UK
Credits
This presentation is built upon two papers:
Fostering social competence through educational
(serious) computer games by Prof.Manfred Pretis.
The model of social competence and SC subgroups are prepared by Prof.Dr.Rumen Stamatov,
Dr. Svetlana Sarijska and Mariya Goranova.
31. ITAG conference,17-18.10.2013
Nottingham,UK
For further information about the
project
http://games4competence.eu/
https://twitter.com/game4competence
http://www.facebook.com/sgsccproject
Free
of charge games available from
October 2014 onwards in Bulgarian, Dutch,
English, German, Lithuanian, Serbian and
Turkish