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anonymous

Participatory Chinatown - 0 views

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    This is a fantastic web-based game for ages 11+ to understand urban planning, neighborhood dynamics, and diversity. Players are one of 12 characters in Boston's Chinatown, navigating the city and trying to find a place to live, a livelihood, recreation, and cultural expression. The game helps learners develop a broader view of all the factors that form community and how different communities interact with each other and larger social forces. From the website: "Participatory Chinatown is a 3-D immersive game designed to be part of the master planning process for Boston's Chinatown. You assume the role of one of 15 virtual residents and you work to complete their assigned quest - finding a job, housing, or place to socialize. But look out! Sometimes language skills, income level, or other circumstances can make your task more challenging. Whatever your experience, you'll then be tasked with considering the future of the neighborhood by walking through and commenting on proposed development sites. Every one of your comments and decisions will be shared with real life decision-makers. "
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    I got lost in Boston's Chinatown one time.
Janice Wilson Butler

Games for Change (G4C) -- home - 0 views

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    Link to many games about social change. All appear to be free.
Janice Wilson Butler

Games for Change (G4C) -- home - 0 views

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    Links to a multitude of games on social change.
anonymous

Games For Change - 0 views

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    A site featuring dozens of games with social impact. Organized well by grade level.
Ricardo Soria

Game Downloads - PrimaryGames.com - Free Games for Kids - 0 views

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    this website is cool. elementary or secondary will enjoy educational games. I only tried a typing game under Language Arts. There's something for all teachers here (Math, Social Studies, Science, etc...).
anonymous

Oiligarchy - 0 views

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    Useful ages 11+ this free, online simulation game allows learners to play the role of an "Oiligarch" an oil baron, building profits but also causing environmental and economic problems. It is useful for natural sciences, social sciences, environmental science, and economics courses.
Janice Wilson Butler

Child Power: Keys to the New Learning of the Digital Century - 0 views

  • First, I am going to be talking about giving the children power to control their own learning process. And if they're controlling their own learning process, this is in radical contradiction with the idea of the set curriculum, the linear order and the arrangement of learning by age-segregated grades. I am also going to use the term child power to refer to another aspect, and that is to the political power of children as a major force in producing educational change. I opened by referring to what looked like a pessimistic sense of what is happening in educational policy-making. I anticipate megachange in the way children learn. When we look around us we see not only an absence of megachange, we see a number of ways in which policy seems to be designed to prevent the megachange. The attitude expressed in the Research Machines ad that I quoted shows this in a general way. You see it in many specific aspects of current educational discussion. I'll mention two. In our country, as I believe in yours, there has recently been a mounting pressure for standardized tests to be applied to students. The reason given for wanting these tests is couched in terms like we need to impose standards; education is deteriorating; children are emerging from school illiterate, ignorant, bereft of moral values. And in many ways people look around and see that the school system, at least for many members of society, seems not to be working. What to do about this? I think what we do about it depends on your answer to the question about whether the problem is that school is changing too much or school is changing too little. I think we live in a society in which a rapid and accelerating change in social life and the economy and the kind of work that people do is transforming the need for knowledge. And I think this is pretty widely accepted that knowledge in the twenty-first century is going to be very different. The need for knowledge is going to be very different. You can capture this by noting that even today a very substantial proportion of people are engaged in work in jobs that did not exist when they were born, and that number is increasing. So the model that says learn while you're at school, while you're young, the skills that you will apply during your lifetime is no longer tenable. The skills that you can learn when you're at school will not be applicable. They will be obsolete by the time you get into the workplace and need them, except for one skill. The one really competitive skill is the skill of being able to learn. It is the skill of being able not to give the right answer to questions about what you were taught in school, but to make the right response to situations that are outside the scope of what you were taught in school. We need to produce people who know how to act when they're faced with situations for which they were not specifically prepared.
  • I see technology as tending to render obsolete almost all features that we would regularly associate with the structure of school.
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    "First, I am going to be talking about giving the children power to control their own learning process. And if they're controlling their own learning process, this is in radical contradiction with the idea of the set curriculum, the linear order and the arrangement of learning by age-segregated grades. I am also going to use the term child power to refer to another aspect, and that is to the political power of children as a major force in producing educational change.
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    While not specifically about gaming, Seymour Papert predicted change in classroom accurately many years ago. Worth a read.
Marni Saenz

To Infinity and Beyond - 1 views

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    This game is geared towards grades K-5th. The player is engaged in many tasks, that include Math, Social Studies,Science
anonymous

BrainTeasers: Old-school Problems - 0 views

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    I came across these "old-fashioned" learning riddles/games that are still very valuable in developing various higher-order thinking skills. To bring them into the 21st century, the teacher could use Twitter to tweet a different problem each day, and students could provide their answers via Twitter and also compare other their responses with those of their classmates. The same idea could be applied to Facebook, foursquare, or the other social networking sites that students use.
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