cegsa prestentation

Post on 13-May-2015

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Presentation given to the Computers in Education Group of South Australia: Main point was to illustrate the wide use of social gaming by youth online; and the way it is used by them to build trust, reputation and authority. Attempts to press Web2.0 savvy teachers beyond the familiar or blogs, wikis and podcasts as more teens play games than use social media, and education needs to understand more about the motitvators and find alignment to use Wii, DS, PSP, Xbox et al in mainstream teaching - not exclude the possibility.

TRANSCRIPT

Learning Virtually Anywhere

Spoon feed me.

While I scream at you.

The shift is more than from read to read/write.

The 3Rs of learning

REALISM

RELEVANCE

RESONANCEThe dynamics of curriculum development

Informal learning shapes our world view - it’s messy.

Knowledge is socially constructed online – good information is spread, where as bad information is healed.

Inside Human Networks...

Facebook, Digg, Twitter, Wikipedia, Runescape.

Wikipedia says errors and vandalism are

repaired on average in FOUR minutes.

Information is not right/wrong - it is in flux

Web1.0The internet augmented print

Web2.0The internet augments people

http://bit.ly/2IWEi

MAGICAL THINGS

The cause of exploration and discovery is not an option we choose

It’s a desire written in the human heart.

George W. Bush, 2003

We are magicians, not technicians

WeLook

ActThink

differently

School+Home+

Mobile+Internet+

People=Learning Environment

Teachers must CREATE RESONANCE between

Use existing embodiment of skillsin youth online (games/networks)

Desirable learning outcomes

WHY?

1:10 students stand on stage. 9:10 never will.

What does this teach?

If exams don’t work then we need to develop new assessment methods.

Culture of Participation

Henry Jenkins, 2008

Anyone see the problem?

21st Century CapabilitiesAchievement – advancing knowledge, learning new skills, challenging others, winning

Social Action– Helping others, making friends, self‐discovery and disclosure, collaboration, group success, authentic

Playful Discovery – when learning is enquiry driven

Immersive – discovery, exploration, role playing, escapism, safe fail, customisation, appearance, representation, serious games, authentic issues

Can this be used in assessment?

NSW 1:1 Laptop Policy Mapped

What is important to the system?

How is this useful classroom feedback?

Technology as an enablerMore excitingI want to do it..Responsive FeedbackI know where I am in this..Social CommitmentI enjoy working well with others..Goal OrientatedWe can figure it out, I can win.

When the work is satisfyingWhen kids experience being good at itSpending time with people they likeBeing to be part of something bigger

When their problem feels real.

Student Behavior changes when

BEYOND WIKIS ...

“the purpose of all video games is to

train a player to work harder while still

enjoying it”Nick Yee

We must collaborate or perish - across borders cultures, disciplines and firms, and increasingly with masses of people at one time

Can I learn to do as a Jedi please?

Game Based learning

WiiXboxPS2/3Mobile PhonesDSPSP

Pew Generations Online (2009) “Kids spend more time in social games than in social networks such as MySpace and Facebook”

Xbox Live - via iPhoneIdentity, Reputation and Connectedness

Gaming is mobile.

Convergence has already happened.

We have curriculum in WoW - Cognitive Dissonance

Games have crossed into lifestyle and Identityand around 43% of gamers are female.

Reputation is authority

THE RIPPLE EFFECTGames teach all the soft skills your

students are ever going to need.

(In fact they probably already did)

Over 1.2 million registered contributorsOver 70,000 content pages

Over 36,000 imagesOver 500 million page views

Games teach.

SHARED REALITY

Our ‘shared’ reality

Bluetooth

Wifi

3G

Portables

Augments and enables the experiences

IWBsKeyboardsMobiles (Smart Phones)CamerasAudio RecordersControllersAccelerometersGesture ControlsGeo‐trackingPoint of View

Web2.0 Read/Write WebMUVES (Virtual Worlds)(Second Life, Quest Atlantis)Game Platforms(Nintendo, Sony, Microsoft, PC)MMOs (Social Games)(Halo, Warcraft, Aion, Runescape)A/Synchronous conversation  (MSN, Skype, GChat, Vent, Twitter)Bored of StudiesFacebook, Bebo, MySpace

Embodied In Experienced through

Our ‘shared’ reality

Connecting virtualspaces to local reality

Embedding holisticoutcomes into playfulactivities

Allow unexpectedmissions and outcomesthat shape learning

‘virtual’ enables ‘real’ motivation

WALKTHROUGHWhat can you do to jump into this?

The soft 21C skills

Critical Thinking

Collaboration

C0-Production

Organisation

Goal Orientated Effort

Communication

Define what theythey are in your context.

Soft skills are hard to assess in a framework that was not designed with games, social media and mass collaboration in mind.

Solution:Create a framework that does.

Problem:

Planet Intelligent - world view, social commitments, environment awareness, cultural sensitivity ...

People Intelligent - co-operative, collaborative, empathy, ideological, language, communication ...

Participation Intelligent - collective action, community support, negotiating goals, managing workload ...

Syllabus learning outcomes

21st Century learning outcomes

Planet / People / Participation

Thanks.

Dean GroomHead Educational Development

Macquarie University

“Go with honour”

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