GLS - Herro

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slides from GLS 9.0 Playful Learning Summit - Keynote

Transcript of GLS - Herro

Connected Learning

Dani Herro, Clemson University @daniherro

Gaming the System with Meaningful Play

BackgroundAugmented Reality (Squire)

WOW (Steinkuehler)New Media Literacies (Jenkins et al.) Games+Learning+Society

Whitepapers, Reports & Trends

what next?

Connected Learning

*disclaimer*I don’t know everything.

#gls9daniherro

What is connected learning?

What might it mean to me? my students?

Where do I begin?

personal interests passions

home, school, peer culture

production centeredacademically oriented

personal interests passions

home, school, peer culture

production centeredacademically oriented

Digital MediaNetworks

Arguments to bring games into classrooms (Gee, 2003, 2004, 2005, 2007; Ketelhut, Dede, Clarke, & Nelson, 2006; Klopfer, 2004;

Squire 2005, 2006, Jenkins & Squire, 2004; Steinkuehler & King, 2009)

Game-making as a window into rich meaning-making (Kafai 2006; Gee, 2007; Osterweil & Salen, 2009; Salen 2007; Steinkuehler, 2010; Torres, 2009)

Game design curricula as a viable method of teaching complex and collaborative problem solving, strategizing, systems thinking and emulation of real-world processes (Barab et al, 2007; Gee, 2003; 2007; Shaffer, Squire, Halverson & Gee, 2005; Squire, 2008)

Recent traction with national education initiatives and studies (Project Tomorrow, 2010; US Department of Education, 2010)

A few statistics...

kids and gaming

PROFILE of a GAMER

(Madden, Lenhart, Duggan, Cortesi, & Gasser, 2013)

The Reality

Technology, digital media and game-like tools, thinking or environments is pervasive.

The world we live in

GAMIFICATION

Why does this matter?

Media, Simulated and Game-based Futures

Real-world problemsSocial and cultural contexts

Simulated environmentsVisual

CollaborativeBlurring of reality/fantasy

Both

Game play or game design?

Games

Principles of Good Games - for players and designers to consider (Gee)

Identity

Interaction

Production

Risk-Taking

Challenge

Agencycontrol + ownership

understanding who you are so you can serve others

allows you to take riskssupports productivity

makes challenge feel comfortable

education

Where do I look?

How do I connect research to practice?

Games+Learning+Society

WIDS

The connection....what might you find here?

Projects

DML Central

The ConnectionWhat might you find here?

Text

Professional Development

Institute of Play

The ConnectionWhat might you find here?

Games for Impact

The ConnectionWhat might you find here?

d.school http://www.k12lab.org/

The ConnectionWhat might you find here?

In Practice: Examples

Lucas Gillispie

Edurealms.com

Peggy Sheehy

Meet Patrick

Game Design Curriculum

IdentityIdentityInteractionInteractionProductionProductionRisk TakingRisk Taking

CustomizationCustomizationWell-ordered Well-ordered

problemsproblemsSystem-thinkingSystem-thinking

Distributed Distributed knowledgeknowledge

• ARIS + TED Talks - (iPod Touch)

• Blackboard + Google Apps (Docs, Sites, Forms)

• Scratch, Kodu

• PhotoShop

• Skype, Google Hangout

• YouTube Videos

• Daqri - QR Codes

The aftermath

~Computer Science Principles: Computational Thinking Practices (The College Board, 2011)~Computer Science Teachers Association (CSTA) K-12 Computer Science Standards (2011) ~ISTE NETS for Computer Science

Final Notes

IMPACT?

Inspiration in the School of Education - Clemson

#Riot

References Gee, J. P.  (2003). What video games have to teach us about learning and literacy.  New York, NY:  Palgrave Macmillan.Gee, J. P.  (2007). Good video games + Good learning:  Collected essays on video games learning and literacy.  New York, NY:  Peter Lang.Gee, J. P.  (2007).

Kafai, Y. (2006). Playing and making games for learning: Instructional and constructional perspectives for game studies.Ketelhut, D. J., Dede, C., Clarke, J., & Nelson, B. (2006, April). A multi-user virtual

environment for building higher order inquiry skills in science. Paper presented at the 2006 AERA Annual

Meeting, San Francisco, CA. Retrieved from http://muve.gse.harvard.edu/rivercityproject/documents/rivercitysympinq1.pdfKlopfer, E., Ostewil S., and Salen K., (2009). Moving learning games

forward: Obstacles, opportunities and openness. Cambridge, MA: The Education Arcade. Project Tomorrow. (2010). Creating our future: Students speak up about their vision for 21st century learning.

Speak up 2009 national findings. Irvine, CA: Author. Available from http://www.tomorrow.org/speakup/pdfs/SU09NationalFindingsStudents&Parents.pdf

Squire, K.D. (2005). Changing the Game: What Happens When Video Games Enter the Classroom? Innovate 1(6). doi:10.1.1.101.993Squire, K. D. (2008). Video games and education: Designing learning

systems for an interactive age. Educational Technology, 48(2), 17.Squire, K. D., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning

environment. Technology Trends, 49(5), 34–42.Squire, K.D. (2006). From content to context: Videogames as designed experiences. Educational Researcher (35) 8: 19-29Squire, K.D. (2011). Video games

and learning. Teaching and participatory culture in the digital age. Teachers College Press: New York, NYSquire, K., & Jenkins H. (2004). Harnessing the power of games in education. Insight (3) 1, 5-33.

Salen, K. (2007). Gaming literacies. Jl. of Educational Multimedia and Hypermedia. 16(3), pp. 301-322.Steinkuehler, C. (September, 2010). Video games and digital literacies. Journal of Adolescent &

Adult Literacy. 54(1). pp. 61-63.

Steinkuehler, C., Alagoz, E., King, E., & Martin, C. (2012). A cross case analysis of two out-of-school programs based on virtual worlds. International Journal of Gaming and Computer Mediated

Simulations (IJGCMS) 4(1), 25-54, January-March 2012.Steinkuehler, C. & King, B. (2009). Digital literacies for the disengaged: Creating after schoolcontexts to support boys ’ game-based literacy skills.

On the Horizon, 17(1), 47-59.Torres, R. J. (2009). Learning on a 21st century platform: Gamestar Mechanic as a means to game design and systems-thinking skills within a nodal ecology. New York

university: ProQuest Dissertations.

U.S. Department of Education, Office of Instructional Technology (2010). Transforming American education: Learning powered by technology. Washington D.C.

Links to resources

ARIS http://arisgames.org/

Edurealms http://edurealms.com/

Kodu http://www.kodugamelab.com/MIT App Inventor

http://appinventor.mit.edu/)

Unity http://unity3d.com/

WowinSchoolWiki http://wowinschool.pbworks.com/w/page/5268731/FrontPage