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Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks the differences in the increased level of engagement and optimism students have with games over the classroom.
Do you know of an organization or a real-world example of this trend? If so, we want to hear from you.
An extremely visible world demands new sensemaking Information proliferation will continue, exacerbating […] Explore Pattern Recognition
DRIVERS OF CHANGE are major forces of transformation that will shape our efforts to remake learning. They represent the convergence of several trends into emerging ideas that will disrupt traditional assumptions about learning.
Transparency, collaboration, and rapid iteration create a beta culture displaying open critique and reflective […] Explore Beta Building
Personal data trails about preferences, attributes, and performance shape an evidence-based culture. […] Explore Personal Metrics
TRENDS are distinct directions of change that will shape the future of learning.
Whendidjii is a game of 'Who Did What, When?' Focused on collaboration as a key aim--the game allows […] Explore Whendidji.com
McDonald's is developing a training program for part-time employees to complete on the Nintendo DS called […] Explore McDonald's to use Nintendo DS as employee training tool
SIGNALS are examples, or early indicators, of the changes described by the trends and the drivers of change.
Learning fitness instructors will help learners build and strengthen the basic cognitive, emotional, […] Explore Learning Fitness Instructor
Students who test for compatible personalities but who have different cognitive strengths will be matched […] Explore Learning Partner
LEARNING AGENTS suggest new roles and functions that might emerge in the future ecosystem of learning.
How do we bridge the gaps between developers and teachers? Students want the games, we know. Teachers' time is very limited. We have the old-skool textbook publishers, who try to create some simple interactive for every third lesson. The results are not deep, not innovative, and not engaging.We have the game console people with the odd full featured video game which impart some skill and some content, but mix the two with much fiction.We have computer games people like Muzzy Lane with it's Making History, again in order to make payroll blending in fiction.Finally, we have the big TV content producers like PBS and BBC who tried to adapt games, and did well with narrow, rich content, but sort of moved on after the fad ended and the funding, cost, and use did not match.What seems to be being used is teachers making the class into a game on their own, as at mrroughton.com.How do we get independent developers the opportunity to work with teachers and students?I'm thinking Ohio's new Flexible Credits law could be of some legal help. Its nice to think that one's game could be turned in for credit absent it being in the lesson plan of the month.Still, there's work to be done by the foundations and intermediaries. Money for educational gaming is still extremely tight. We can look at the Hastac competition as a fairly rare and minimally funded example of funding for game developers.And there's some Web 2.0 infrastructure to be build too.Jane talks here of collaboration. At classroom 2.0, teachers collaborate in a way as to the general use of all kinds of resources. There's much still to be done.Beyond the NING discussion type platform, I'm thinking there is new social-media type infrastructure which could be built to aid teachers in sharing and improving and combining online gaming.
John Palfrey, author of <i>Born Digital</i>, discusses "Digital Natives" - children who were […] Expand for Continued Reading
John Palfrey, author of <i>Born Digital</i>, discusses "Digital Natives" - children who were born into and rasied in the digital world - and the impact on their learning experiences. The interview is part of a series of monthly webinars sponsred by PBS Teachers and Classroom 2.0.
Associated Topic: Amplified Organization > Transliteracy > Games as Practice
Tags: classroom 2.0, Digital Natives, interview series, mobile computing, mobile devices, social media,
Added: March 19, 2009
As part of the Future of Education Interview Series, Julie Evans speaks about the research Project Tomorrow […] Expand for Continued Reading
As part of the Future of Education Interview Series, Julie Evans speaks about the research Project Tomorrow found around students, education, and technology. Her research show why kids want to take online classes, and how they find gaming helpful in learning.
Associated Topic: Amplified Organization > Beta Building > Visual Literacy
Tags: gaming, online education, online gaming, Student voices,
This paper explores participants' perspectives from a convening hosted by KnowledgeWorks Foundation on […] Expand for Continued Reading
This paper explores participants' perspectives from a convening hosted by KnowledgeWorks Foundation on the topic of "Modernizing Teaching Tools and Processes." In hosting this convening, KnowledgeWorks Foundation hoped to: 1) Examine how a variety of technologies are being used to meet the needs of today's learners, 2)Examine how technology can transform teaching and learning, 3) Identify the types of learning experiences our students need today and into the future, and 4) Identify programs, projects, and policies that can support learning experiences of the future.
Associated Topic: Amplified Organization > Open Leadership and Sociability
Tags: gaming, Gaming platforms, mobile devices, online education, social networking,
Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the […] Expand for Continued Reading
Jane McGonigal, Director of Game Research and Development at Institute for the Future, talks about the differences in the increased level of engagement and optimism students have with games over the classroom.
Associated Topic: Pattern Recognition > Personal Metrics > The Quantified Self
Tags: collaboration, collective intelligence, gaming, online education, online gaming, success skills, virtual worlds,
Added: January 23, 2009