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A Presentation about three Hive NYC Learning Fund projects by the organizations that run them.
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Hive Digital Media Learning Fund RFP5 Cohort Hangout November 20, 2013
Traditional portfolios favor skill-based visual exercises but very few primary and secondary level students have access to that type learning experience. Who gets left behind in this model?
Design Team: 7 DreamYard educators across different disciplines are learning from Parsons faculty about how to implement Learning Por<olios in a classroom.
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Unforeseen Challenge: Some educators need more @me developing a technical understanding of blogging in order to feel comfortable teaching it to their students.
Solu5on: We encouraged more technically savvy educators to pair up with beginning-‐level educators for planning.
We learned: Co-‐planning helps teachers plan more efficiently.
Unforeseen Challenge: We made the assump@on that kids would have basic digital compu@ng skills and feel immediately comfortable with the prac@ce of blogging.
Solu5on: We must integrate basic typing, file naming and spell checking tools in the learning por<olio curriculum.
We learned: Students help each other when there are different levels of technical skills represented in the classroom.
Unforeseen Challenge: Teachers have very liJle @me for addi@onal projects in their classrooms.
Solu5on: We built in more planning @me within our monthly mee@ngs.
We learned: We refined the expecta@ons for our research outcomes to be more about quality and less about quan@ty.
New Tools:
Small Idea:
Two different forms of blogs have taken shape: 1. Class blog made by teacher 2. Learning Por<olios made by students We underes@mated how long it would take to set up the class blog.
We are a community art center, a public high school and a private college who have very different popula@ons and contexts but we share a similar goal to increase access to por<olio development in and beyond the arts. The challenges that our students face mainly due to access and @me are mirrored in the challenges we are tackling with this pilot.
Big Idea:
@
Goals
Create content tied to the Museum of the Moving Image and incorporate its collection.Introduce game design to students from underserved communities. Define a way to partner with institutions to promote and extend Gamekit.
Narrative
Game: ZorkTell stories through an interactive system.Reveal plot, background, and world building through exploration and locations.Reveal secrets to advancement through narrative.
Challenge 1: Map as StoryA game’s story is often tied to the space the game is played in: as players explore the space, they reveal the game’s plot. From classic games like Adventureland to modern games like the Grand Theft Auto series, you understand the world and story you are in by moving through it.
Activity
Write stories out.Break story up on to index cards.Revealed as information about individual rooms visited.
Feedback
“Exploring the Museum”“Creating the Story”“Playing everyone else’s game”“The limited amount of time was frustrating.”“More time”“Stories were very linear”
Game Feel
Games: Asteroids, Defender & Space Invaders
Modify example game by adding/removing pre-built behaviors. Add own behaviors and art.
Challenge 2: Space is Space
How you define the space of your game directly impacts how it feels to play the game. Nowhere is this more obvious than video games about space. Space Invaders constrains the space leaving players feeling boxed in, even cramped. Defender uses a scrolling space to encourage a feeling of exploration. Asteroids uses wrap-around borders to make space feel never ending.
Activity
How do 2D space games provide different experiences of Space?Have kids experiment with digital games.
FeedbackKids created different types of space games.Liked experimenting with the example to create alternative solutions.Very engaged.Liked playtesting.Kids wanted deeper understand of Stencyl than could be provided in a short workshop.
Understanding Rules
Games: Frogger & Ms. Pacman
Games are systems of interacting rules, as are software programs.
Challenge 3: Rules are the ProgramBoard games come with a set of rules that explains to you how you play the game, where to place the pieces, how they move, and how you win. Video games also have sets of rules, but rather than being given to you to read and follow, they are programmed into the computer. The ghosts in Ms. Pacman turn when they hit a wall, the cars in Frogger have different speeds, directions and exit one side only to reappear on the other side. You win a level of Pacman by eating all the dots, you win a level of Frogger by getting five frogs safely to the other side. The rules of the game actually form the foundation for the code of the game. Learning to write rules is one of the first steps to learning to program.
Activity
Recreate digital games by building a physical version of the board.Write rules to give to people, that make them act like players, enemies, and obstacles.
Feedback
Kids loved remaking Frogger and Ms. Pacman as physical games.Successfully built fun games, close to original.Started modding games.
Translate real-world to the web
Web Development
Develop channels to contextualize challenges.Develop more robust submission tools.Give users a stronger sense of identity.
Content
Give clear compelling challenges for kids working alone.
Changemakers Creating 21st century movement makers &
agents of change
Make the Road New York
• Make the Road New York (MRNY)* builds the power of Latino and working class communities to achieve dignity and justice through organizing, policy innovation, transformative education, and survival services.
• Make the Road New York promotes equal rights and economic and
political opportunity for immigrant New Yorkers through Community/Electoral Organizing, Leadership Development, Adult Education, Youth Development, Legal and Support Services and Strategic Policy Advocacy.
The Academy at Urban Arts Partnership
• Urban Arts Partnership advances the intellectual, social and artistic development of underserved public school students through arts-integrated education programs to close the achievement gap.
• UAP is the largest arts-education organization in NYC serving over 100 schools, 9,000 students and 450 teachers.
• The Academy is a state-of-the-art facility that instills artistic, leadership, and academic excellence within high schoolers, positioning them as agents of change in their communities and preparing them for their next step in life, be it college or career.
LatinoJustice, PRLDEF • LatinoJustice PRLDEF champions an equitable society. Using the power
of the law together with education and advocacy, LatinoJustice PRLDEF protects opportunities for all Latinos to succeed in work and school, fulfill their dreams, and sustain their families and communities. LatinoJustice PRLDEF’s work encompasses three guiding principles – protecting civil rights, cultivating Latino leaders and increasing civic participation – that conveys our work, and showcases our exceptional role within the Latino rights community.
• The Youth Leadership Network is year long program that teaches young
people to become effective new media strategists. Students learn how to utilize social media and engage their artistic talents to become creative agents of change in their communities.
Changemaker Project: More Than A Quota
• Utilizing the power of advocacy, creativity, grassroots organizing and online activism, we aimed to change how students interact and organize around social issues in their communities.
• Our goal was to discover how students could
utilize new media to build political and social movements utilizing the social media platforms they already use and master on an everyday basis.
• The creative students from UAP provided essential
digital and artistic talents to new media students from LatinoJustice PRLDEF and grassroots youth organizers from MRNY. Together, our young people developed an effective social media campaign to elevate the issue and examine the impact of discriminatory policing practices in youth communities.
Survey, Website, and Social Media
• Youth Pack the Courts • Visibility, engagement &
participation of youth • Youth are being asked to be
at the table • Twitter Town Halls • Digital Communication Guide • Meme creation
What new tools, ideas or practices have evolved as a result of this work?
How does it set your project apart? • Media makers & producers • Going viral • Controlling the message • Creating the message • Political participation &
Representation
Going Viral!
Multimedia Digital Popup Showcase December 3rd 5-9pm SOHO ARTHOUSE 138 Sullivan St.
You’re Invited!