GLS - Herro

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Connected Learning Dani Herro, Clemson University @daniherro Gaming the System with Meaningful Play

description

slides from GLS 9.0 Playful Learning Summit - Keynote

Transcript of GLS - Herro

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Connected Learning

Dani Herro, Clemson University @daniherro

Gaming the System with Meaningful Play

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BackgroundAugmented Reality (Squire)

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

Whitepapers, Reports & Trends

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what next?

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Connected Learning

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*disclaimer*I don’t know everything.

#gls9daniherro

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What is connected learning?

What might it mean to me? my students?

Where do I begin?

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personal interests passions

home, school, peer culture

production centeredacademically oriented

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personal interests passions

home, school, peer culture

production centeredacademically oriented

Digital MediaNetworks

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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)

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A few statistics...

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kids and gaming

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PROFILE of a GAMER

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

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The Reality

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

The world we live in

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GAMIFICATION

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Why does this matter?

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Media, Simulated and Game-based Futures

Real-world problemsSocial and cultural contexts

Simulated environmentsVisual

CollaborativeBlurring of reality/fantasy

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Both

Game play or game design?

Games

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

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Identity

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Interaction

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Production

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Risk-Taking

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Challenge

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Agencycontrol + ownership

understanding who you are so you can serve others

allows you to take riskssupports productivity

makes challenge feel comfortable

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education

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Where do I look?

How do I connect research to practice?

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Games+Learning+Society

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WIDS

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

Projects

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DML Central

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The ConnectionWhat might you find here?

Text

Professional Development

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Institute of Play

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The ConnectionWhat might you find here?

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Games for Impact

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The ConnectionWhat might you find here?

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

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The ConnectionWhat might you find here?

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In Practice: Examples

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Lucas Gillispie

Edurealms.com

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Peggy Sheehy

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Meet Patrick

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Game Design Curriculum

IdentityIdentityInteractionInteractionProductionProductionRisk TakingRisk Taking

CustomizationCustomizationWell-ordered Well-ordered

problemsproblemsSystem-thinkingSystem-thinking

Distributed Distributed knowledgeknowledge

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• ARIS + TED Talks - (iPod Touch)

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

• Scratch, Kodu

• PhotoShop

• Skype, Google Hangout

• YouTube Videos

• Daqri - QR Codes

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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

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Final Notes

IMPACT?

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Inspiration in the School of Education - Clemson

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#Riot

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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.

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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