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Blair Peterson

A Bill of Rights and Principles for Learning in the Digital Age | Digital Pedagogy | HY... - 0 views

  • Courses should encourage open participation and meaningful engagement with real audiences where possible, including peers and the broader public.
  • Students have the right to understand the intended outcomes--educational, vocational, even philosophical--of an online program or initiative.
  • n an online environment, teachers no longer need to be sole authority figures but instead should share responsibility with learners at almost every turn.
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  • Online learning should originate from everywhere on the globe, not just from the U.S. and other technologically advantaged countries.
  • The best online learning programs will not simply mirror existing forms of university teaching but offer students a range of flexible learning opportunities that take advantage of new digital tools and pedagogies to widen these traditional horizons, thereby better addressing 21st-century learner interests, styles and lifelong learning needs.
  • This can happen by building in apprenticeships, internships and real-world applications of online problem sets. Problem sets might be rooted in real-world dilemmas or comparative historical and cultural perspectives. (Examples might include: “Organizing Disaster Response and Relief for Hurricane Sandy” or “Women’s Rights, Rape, and Culture” or “Designing and Implementing Gun Control: A Global Perspective.”)
  • The artificial divisions of work, play and education cease to be relevant in the 21st century.
  • Both technical and pedagogical innovation should be hallmarks of the best learning environments. A wide variety of pedagogical approaches, learning tools, methods and practices should support students' diverse learning modes.
  • Experimentation should be an acknowledged affordance and benefit of online learning. Students should be able to try a course and drop it without incurring derogatory labels such as failure (for either the student or the institution offering the course).
  • Open online education should inspire the unexpected, experimentation, and questioning--in other words, encourage play. Play allows us to make new things familiar, to perfect new skills, to experiment with moves and crucially to embrace change--a key disposition for succeeding in the 21st century. We must cultivate the imagination and the dispositions of questing, tinkering and connecting. We must remember that the best learning, above all, imparts the gift of curiosity, the wonder of accomplishment, and the passion to know and learn even more.
Blair Peterson

Education Week: Digital Gaming Goes Academic - 1 views

  • Digital games for learning academic skills change depending on each student’s ability and course of action. Such games provide personalized feedback in real time—something a traditional classroom often doesn’t offer.
  • “The technology and the research have evolved to the point where we can actually have a sense of the impact games are having on learning,”
  • “One of the things we can do for these kids,” he says, “is to give them exposure to different contexts that they would never otherwise encounter.”
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  • The authenticity of the role-play is the key thing.”
  • Crystal Island, which targets 8th grade science students, begins as the students virtually arrive on the island with their research teams. Soon after their arrival, people on the island begin to fall sick, and it is up to the student to determine the origin of the outbreak.
  • Each 6th grader takes a digital-media class for an introduction to the concepts and can continue to a more specialized digital-based class in 7th and 8th grades.
  • art of the challenge of designing games for K-12 students, Tarr says, is figuring out how to measure achievement against learning objectives. Figuring out that piece is essential to designing an effective educational game, he says.
  • “The current way that we run schools is not well suited to learner-centered approaches,” he says.
  • It’s a misconception among some people that games will do the whole job. If you ask students to play a game, they will play a game, but they won’t try to learn from it,” he says. “The teacher very much needs to know what objectives they want from the game.”
  • “All games have to have some kind of assessment; otherwise, you don’t know whether you won or not,”
Blair Peterson

Innovation in K12 Education: Project Based Learning and Play « Compassion in ... - 1 views

  • 1) focus on project based learning 2) focus on play 3) focus on student-centric learning & passion (applied in both kindergarden and graduate school) 4) focus on practical problem solving 5) focus on the spirit of kindergarden 6) some outside the classroom learning 7) support activities & support structures for facilitating student passions 8] Everyone likes the physical world & experience (not just kids) 9) Can do media & virtual words too, in conjunction with physical world (particularly for modeling of complex systems) 10) Challenge to integrate individual/personal passion into group projects & collaboration (connect similar interests or complementary skills in an “organic way”) 11) There is a distinction between emergent collaboration and the order of “you 3 work together” 12) Scratch can change education–mirroring the use of Logo before it. Also, scratch mirrors snapping Legos together to create “media rich projects and share in an online community” Its programming for novices. Its accessible & tinkerable. Its about meaningful projects (not just generating list of prime #s). Resnick also points to the interesting program of Alice at Carnegie Mellon which is 3-D, but it unfortunately isn’t as meaningful & personal & social as Scratch. They’ve had 1 million projects in 3 years from kids around the world
Blair Peterson

Game On | edtechdigest.com - 0 views

  • When the school was created, a research and design studio known as Mission Lab was integrated into the design of the school by founding partner Institute of Play. The goal of Mission Lab is to help teachers teach the way they wish they could — the way they dream of engaging their students, were it not for the lack of support and other obstacles that often get in the way. Mission Lab supports teachers by pairing them with a game designer and a curriculum designer (staffed by the Institute of Play) who help make the teacher’s vision a reality, providing support throughout the process of design and implementation.
  • Teachers in their first year at the school have two weekly curriculum meetings built into their schedule, and meetings for returning teachers are scheduled on an as-needed basis, usually once a week.
  • he mission narrative, or context, is developed once the teacher, game designer, and curriculum designer have identified the big ideas, learning goals, and standards for the trimester.
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  • The dystopian fiction mission is called ‘The Blurred Line,’ as it asks students, “What is the line between dystopia and utopia?”
  • A quest focuses on a particular learning goal, discrete skill, or area of content that students can learn in several days or weeks. Each quest ends with at least one deliverable that helps the students move towards completing their mission, and it relates to the narrative of the mission in a logical and meaningful way.
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    Interesting explanation of using games to learn at Quest to Learn school.
Blair Peterson

PressPausePlay - 1 views

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    Trailers for Press Pause Play
Colleen Broderick

A Multiverse of Exploration: The Future of Science 2021 | Institute For The Future - 1 views

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    Super significant conclusions from leaders in science from UC Berkeley, Stanford, UC Santa Cruz, Scripps and others -- six big stories of science that will play out over the next 10 years suggesting a new ecology of science. "Points the way toward opportunities for wonder, knowledge and insight" - Graded is right on track in terms of rethinking the potential of their science program
Blair Peterson

Coding the Curriculum: How High Schools Are Reprogramming Their Classes - 0 views

  • Understanding how to use Python, or write code to solve problems, is just a way of having an additional tool to be creative with."
  • "The old teaching method — you know, where a teacher says something and you write it down and then take a test — that's about as passive as it gets," he says. "This idea pushes kids to be more actively involved since, by and large, it's something we're both learning together. That leads to a lot of innovative teaching — and a lot of innovative learning, for that matter."
  • "I'm certainly not a coder," says Lisa Brown, an English teacher and head of the English department at Beaver. "But, like anything, the more I've played around with it the more I've realized there's a lot that's really accessible and understandable."
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  • he exact curriculum for the year — or just how staff will b
  • implementing coding into each discipline — is still open-ended.
  • Brown says she's considering a poetry unit using code language. Kader Adjout, head of the Global History and Social Sciences department, is planning to have his students design — through code — interactive graphs to correlate with their research papers. Tina Farrell, who heads the Performing Arts department, is interested in experimenting with live-coding performances, where students would use software to compose and perform music with scripts they write.
  • It's difficult to trace back to when the American education curriculum began. Why, for example, do students at public schools take biology before chemistry? Chemistry before physics? And algebra before geometry?
    • Blair Peterson
       
      Not all schools are doing this now. Certainly a traditional approach.
  • Hutton doesn't believe the education field is one to be viewed as "risk-averse" — the play-it-safe or uphold-the-status-quo methods just aren't cutting it anymore.
  • We don't need to engineer a workshop so every kid that graduates here becomes a professional programmer," he says. "We just want them to think about new ways to solve issues, and grasp that entrepreneurial mindset early on. It's ... it's just this day and age."
Blair Peterson

The Gutenberg Parenthesis - 0 views

  • This new revolution started in the 20th century with sound recording and film, moved next to television and radio and today takes the form of the internet.  He points out that there is a common theme when people consider these changes – that they are not simply something new but also the end of something old. 
  • The primary impact on the mediated context of content during the parenthetical period is containment.  Look at a printed work, Pettitt suggested, and you will see strict regimentation.  Words are forced into lines, surrounded by margins, placed on pages that are sewn into a binding, contained by a jacket and placed on a shelf where they can be contained and controlled.  The words have been "imprisoned" and have lost much of their pre-parenthetical fluidity.  This confinement of cultural production has obviously not been limited to the written work: plays move to stages and music to concert halls during the parenthesis.
  • He said that human consciousness in the digital age, which de-emphasizes the kinds of categorization that marked the age of print, makes us think in a way that is reminiscent of a "medieval peasant."
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  • Another point by Donaldson was that there have been and will continue to be other parentheses – hypertext and Google for example – that attempt to contain and control content.  But at the end of the day, he said, there is no way confinement can work.  There will always be content beyond the boundaries of the parenthesis.
Blair Peterson

A Bill of Rights and Principles for Learning in the Digital Age | EdSurge News - 2 views

  • We are aware of how much we don't know: that we have yet to explore the full pedagogical potential of learning online, of how it can change the ways we teach, the ways we learn, and the ways we connect.  
  • As we begin to experiment with how novel technologies might change learning and teaching, powerful forces threaten to neuter or constrain technology, propping up outdated educational practices rather than unfolding transformative ones.
  • All too often, during such wrenching transitions, the voice of the learner gets muffled.
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  • Learners within a global, digital commons have the right to work, network, and contribute to knowledge in public; to share their ideas and their learning in visible and connected ways if they so choose.
  • The best courses will be global in design and contribution, offering multiple and multinational perspectives.  
  • The best online learning programs will not simply mirror existing forms of university teaching but offer students a range of flexible learning opportunities that take advantage of new digital tools and pedagogies to widen these traditional horizons, thereby better addressing 21st-century learner interests, styles and lifelong learning needs.  
  • Both technical and pedagogical innovation should be hallmarks of the best learning environments.
  • Open online education should inspire the unexpected, experimentation, and questioning--in other words, encourage play.
Blair Peterson

Technology Integration Research Review | Edutopia - 0 views

  • blending technology with face-to-face teacher time generally produces better outcomes than face-to-face or online learning alone
  • Rather, what matters most is how students and teachers use technology to develop knowledge and skills. Successful technology integration for learning generally goes hand in hand with changes in teacher training, curricula, and assessment practices
  • Students playing an active role in their learning and receiving frequent, personalized feedback Students critically analyzing and actively creating media messages Teachers connecting classroom activities to the world outside the classroom
Blair Peterson

Presentation Zen - 0 views

  • conference organizer will ask you to make a presentation, and while doing something different and creative - and effective - should be welcomed by all, we retreat to doing only what is expected (less downside that way) rather than doing something creative, different, and engaging. After all, doing what is expected is pretty easy, but surpassing expectations and doing something remarkable with impact is both harder (usually) and comes with an increased risk of failure.
  • Even when we give people a mile and encourage creativity and nonconformity, it still seems like too many play it safe and take only an inch. I can't help but think that the habits learned in formal schools across the world at least in part contribute to this cautious approach to doing things differently.
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    Videos that have various ideas on school. Maybe even re-imagining school.
Blair Peterson

How Kodak Squandered Every Single Digital Opportunity It Had - 0 views

  • Don’t be afraid to cannibalize your own business in the name of progress.
  • But Kodak’s inability to make any of its products stand out over the last decade is demonstrative of an overall reluctance to innovate.
  • The story of Kodak’s downfall is an affirmation that true innovative spirit is much more often found in smaller companies and startups rather than old-school behemoths of yesteryear. After all, if you don’t have much to lose, you tend to make many more all-in bets. But, as Kodak has shown, if you do nothing but play it safe, the cost just to stay in the game will whittle you down until you’ve got nothing left.
Blair Peterson

All work and all play (legendado) on Vimeo - 1 views

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    A must see video that shows the habits and characteristics of workers from the 60s until now. Shared by Brian and Kevin Wolfson. Very cool!
Blair Peterson

A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills - Technology - T... - 0 views

  • new methods to measure skills like critical thinking, creativity, and persistence.
  • "A lot of important stuff happens when playing games," Ms. Shute said. "You're just doing. You're in the process."
  • "Wouldn't it be lovely to actually pass along the log files of what students did in order to look at their scientific-inquiry skills?"
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  • She looks first to the core competencies—critical thinking, empathy, persistence—that she wants to test, then breaks them down into smaller goals
  • student's grasp of systems thinking—understanding the complex relationships among parts of a whole—might ask players to complete tasks that show information gathering, developing hypotheses, and tracing causal relationships.
  • If instructors know where students need the most help, they can quickly tweak their courses—and their games
  • Taiga Park requires players to look for the cause of a widespread fish die-off in a virtual river by "interviewing" park rangers, environmental scientists, and the owners of a logging company. While students learn about pH levels and runoff, they also come away with lessons on data analysis, complex cause-and-effect relationships, and communication.
  • found that she could use routine assignments—like peer reviews and summaries of research material—to analyze her students' higher-order thinking skills. All assignments can be linked back to a larger skill, she says. "Evidence is everywhere."
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    Using video games for learning and assessing student learning.
Blair Peterson

Teach like a video game: Use assessment as learning and motivation - cleanapple.com - M... - 0 views

  • When my students play games, they expect to get immediate, specific, and meaningful feedback that leads to improvement or a detailed analysis of their performance.
  • Halo is one of the deepest and most descriptive assessor I’ve ever seen.
  • I should be focused on describing their performance more than evaluating their product. I should also be looking for more opportunities to do this in small, sometimes informal ways, while students are learning and give students a chance to reflect on the descriptions I provide. This way, they can apply these reflections and learn better. This way, assessment becomes less extrinsic – performing for a grade reward – and more intrinsic –
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  • game designers carefully plan in micro-motivators to keep players feeling challenged and rewarded.
Blair Peterson

Can educators in the 21st Century be content experts, but media illiterate an... - 0 views

  • I’d say that 21st Century educators first need to be content experts and second need to be media literate to be relevant to their students.
  • We can’t expect students to use media correctly if as educators we’re not willing to jump in and learn, share and collaborate with our personal learning network.
    • Blair Peterson
       
      This supports our work on modeling the use of digital tools in teacher learning and work.
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  • Content experts are a necessity, but there is no excuse to be media illiterate Let students be your guidance if you need help with technology “Media Literate” means willing to learn continuously about tech Using new tools is necessary — new learners have new tools Media savviness doesn’t necessarily mean great teacher Content knowledge is a necessity to evaluate the quality of sources Must remember that many teachers are in different places regarding their tech knowledge — differentiating support is necessary How do Schools of Ed play into this?  What’s their responsibility?
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