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These are the non-video slides from my recent presentation, for those who want to capture the details.
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Games-based Learning 101
Barry Joseph ([email protected])
CONNIE YOWELL - MACARTHUR
... TO LEARNING
FROM EDUCATION ...
... TO PARTICIPATORY LEARNING
FROM INFORMATION CONSUMPTION ...
CONNIE YOWELL - MACARTHUR
... TO NETWORKS
FROM INSTITUTIONS ...
CONNIE YOWELL - MACARTHUR
Use of Digital Media K-12A majority of teachers are using digital media, with applications including instruction, lesson planning, communications and professional development.
PBS: DIGITALLY INCLINED
PBS: DIGITALLY INCLINED
Games are #1Teachers most value digital media for games for students.
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
James Paul GeeGames-based Learning21st Century Assessment
Henry JenkinsNew Media LiteraciesParticipatory Learning
The Participation Gap — the unequal access to the opportunities, experiences, skills, and knowledge that will prepare youth for full participation in the world of tomorrow.
The Transparency Problem — The challenges young people face in learning to see clearly the ways that media shape perceptions of the world.
The Ethics Challenge — The breakdown of traditional forms of professional training and socialization that might prepare young people for their increasingly public roles as media makers and community participants.
3 CHALLENGES
New Media Literacies: social
skills and cultural competencies required to become full participants in an emergent media
landscape
MIMI ITOHANGING OUT,MESSING AROUND,AND GEEKING OUT
MIMI ITOfriendship-
drivenvs.
interest-driven
QuickTime™ and a decompressor
are needed to see this picture.
Howard GardnerDigital Ethics
IdentityThe ways people handle and perceive self-expression and identity exploration online.
PrivacyHow, where and with whom we share personal information online.
CredibilityHow we establish trustworthiness of both people and information online, and establish our own personal credibility.
Authorship and OwnershipThe ways we perceive intellectual property and practices such as downloading/remixing content.
ParticipationThe meaning of responsible conduct and citizenship in online communities
Games-based Learning
Drill & Skill
Games-based Learning
Critical Gameplay
Games-based Learning
Serious Games
Games-based Learning
Game Design
Game Changer, Joan Ganz Cooney Center“Digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America.”
“On an average day, children as young as eight spend as many hours engaged in media activity as they spend in school; three-quarters of American children play computer and video games.”
“Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st-century skills.”
• Content (from rich vocabulary to science to history)
• Skills (from literacy to math to complex problem-
solving)
• Creation of artifacts(from videos to software code)
• Systems thinking(how changing one element affects relationships
as a whole)
Game Changer, Joan Ganz Cooney Center
Jane McGonigal
Q & A
Games-based Learning 101
Barry Joseph ([email protected])