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Sheri Edwards

The Introspection of a Pedagogue: Gamification: Good or bad? I say good! - 0 views

  • In my social studies classes I am a fan of games that go beyond the simple answer a question get a point and instead cause students to debate within and without their table group, think critically, and make a decision.  Games are not some aberration that teaches students to think life is a game, but instead is creating an environment that allows for difficult concepts to be acted out in a safe environment.
  • even if the game doesn’t come out great the teacher tried to be creative instead of hiding behind what “works". 
  •  I also think that at times to much has been pushed onto the “best practices” and has slowed creative thought.  The best practices have a place and they work very well when used properly, but when do we stop saying what teachers are doing is wrong because they don’t look like the person next door?  Are we all supposed to be clones teaching in the same way all the time?  I think not.  But I suppose that is a different topic to tackle on different post. 
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    "We are not just handing out badges, but implementing creative ways to engage students to help them try on concepts for size.  We are not sugarcoating anything and in some ways are able to engage the students in debates that they could not have without the simulation.  In short, we are building the future senators, doctors, lawyers, etc of the world that learned skills from the game and will apply them to their adult life. "
Terry Elliott

Make Cycle #5: Storytelling with Light - #clmooc - 0 views

  • the Free Library of Philadelphia and
    • Terry Elliott
       
      Over 10% of their libraries are closed for varying emergencies. How can they expand services into maker spaces without affecting other services. Political issues here about money.
  • we’re inviting you to think about how you can tell a story using light.
    • Terry Elliott
       
      how does this connect those of us without the tinkering supplies? Same problen from last week, Too damned much friction to participate.
  • deepening the conversation
    • Terry Elliott
       
      Or will we be widening the gap between the tinkering 'haves' and the non-dominant 'have nots'.
  • ...2 more annotations...
  • connecting with stories in our wider communities.
    • Terry Elliott
       
      How about a narrative of the left out, the non-dominant unsupplied.
  • Maker Jawn experiments with creating replicable, scalable spaces and programs that prioritize the creativity, cultural heritage, and interests of diverse communities, embedded directly within the fabric of the library. We cheer-lead latent enthusiasts by providing resources, tools, and an encouraging space. Programming is geared towards for interest driven projects that develop skills, build persistence, and open up new trajectories. We currently offer daily youth Maker programming in ten libraries across Philadelphia.
    • Terry Elliott
       
      Is this boilerplate from a grant application? To be blunt, I haven't the foggiest diea what it means. Which is wierd because the Jawn website is pretty straightforward.
Sheri Edwards

Gamification in the Classroom: The Right or Wrong Way to Motivate Students? | NEA Today - 0 views

  • Kathy Sierra, a popular technology blogger, author and game developer, believes that incentivizing learning-related behaviors poses risks. Sierra says rewards should be left at the classroom door. She is critical of the way gamification is practiced in the classroom, and believes well-intentioned educators may be missing the mark.
  • “A well-designed game only deploys certain mechanics to support an intrinsically rewarding experience,” Sierra explains. “When you remove that experience but keep the mechanics, you are now working from an entirely different psychology than actual games, and it is one that, in essence, uses mechanics to drive mechanical behaviors.”
  • Matthew Farber is not keen on the term “gamification”
  • ...5 more annotations...
  • instrinsic game elements like narrative, creativity and collaboration, rather than just badges.
  • “The journey is to build mastery,” Farber says. “The better way to gamify is to put students in an inquiry-based or project-based learning experience. Or give them a task in a narrative frame.”
  • What’s missing, Farber says, is a narrative structure that places the student on a “journey,” similar to what the best games do.
  • create the right balance of challenge and skill, deeper knowledge and high-quality feedback.
  • Try to find what is inherently interesting in a subject and exploit that. It doesn’t matter if students roll their eyes. A good teacher can capture their attention and engage them before they even have a chance to think they aren’t interested
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    "using instrinsic game elements like narrative, creativity and collaboration, rather than just badges."
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