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slides from GLS 9.0 Playful Learning Summit - Keynote
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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