Where do social action, art, music, technology, media, pop culture, and most importantly, student needs intersect?
via edreach.us We must not fight this notion, but we should accept this and develop strategies to better engage and educate our students.
via gamesalad.com WOW!!! This looks great. Gotta play.
A must-have discussion when considering gaming curriculum in the classroom.
It's a few years old, but here's a great discussion of the power of video games and learning. I am intrigued with tangential learning. Perhaps, this is the key.
via vimeo.com As gamers play, they build structures to succeed. They build communities to meet their goals. They gain access to knowledge to complete their missions. This transfers to civics. BUT, we have to create environments where they feel empowered to have a mission, opportunities to collaborate for planning and gaining knowledge, and support to grow their identities and voice. They have to care to want to make a change.
Loved this video for its honesty. Constance Steinkuhler cuts to the chase and stops me from making similar missteps. Gaming engages, but it's not about knowing tons about the games. It's not about being gaming experts. It's about knowing how to bridge gaming to learning. Knowing how to adapt their idenitities as gamers and what it means to their identities at school, at home, at work. It's about knowing and understanding our students' cultural wealth. What are their funds of knowlege? They are highly engaged in gaming...
via wbez.org Chicago Quest...Another school with gaming-based core principles.
Solving the puzzle IMAGINE a grade 6 classroom, silent but for the frenzied tapping of keyboards and the beeps and pings of screen games. It's an intense silence, more familiar to parents when children are immersed in Halo — or texting at the dinner table. But in this case they are studying a core subject at Quest to Learn, an innovative new school in New York City. Here, digital games are embraced as highly effective learning tools and the curriculum...