Persistent Pondering http://persistentpondering.posterous.com Where do social action, art, music, technology, media, pop culture, and most importantly, student needs intersect? posterous.com Thu, 21 Jul 2011 18:47:00 -0700 Context | Institute of Play http://persistentpondering.posterous.com/context-institute-of-play http://persistentpondering.posterous.com/context-institute-of-play

Many social institutions are challenged to fulfill their missions in the complex new global reality arising as a result of advancements in digital technology.

Take educational institutions, for example. A report released in 2009 by the Center for Labor Market Studies at Northeastern University and the Alternative Schools Network in Chicago found that U.S. schools are having serious difficulties engaging and retaining students, let alone educating them to succeed in today’s world. The report found that about 7,000 students drop out of high school each day, 1.2 million per year, with grave implications for our economy, our political system and our society.

Similarly, a report released by the National Conference on Citizenship in 2008 found that 55% of people under 30 were unengaged in local or national political processes.

Whereas many American social institutions are suffering a crisis of disengagement, digital and other social media are attracting audiences in unprecedented numbers. These audiences are participating in new kinds of forums that supersede traditionally differentiated modes of activity and locations—like work-play, politics-entertainment, school-home, global-local. These audiences are creating, sharing, mixing, modifying, searching out, curating, critiquing and commenting on content that inspires them, in order to build new kinds of communities and ecosystems of engagement that follow them wherever they go.

The Institute acknowledges these trends as part of a new reality, replete with challenges and opportunities. In this new reality the scope and skill set of engaged citizenship is widened, and many traditional modes for learning, problem solving and participation are rendered less relevant.

It is therefore essential that social institutions create new culturally relevant modes of engagement and models for learning, problem solving and participation. Without them, society will lack a foundation for educated, engaged, empowered citizenship.

This is the context for the Institute’s work. We believe that games, game design and the principles that underlie them have vital roles to play in engaging twenty-first century audiences, as well as in building critical skills like systems thinking, creative problem solving, collaboration, empathy and innovation. We believe they have a unique relevance as social tools to rebuild the foundations of citizenship.

Our belief is grounded in recent educational research and supported by experts, as well as by important thinkers throughout the ages. In this section we offer some additional resources to anyone interested in learning more.

Why gaming in education? How can we not?

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Thu, 21 Jul 2011 15:59:00 -0700 ‪National STEM Video Game Challenge 2010 Youth Prize Winners‬‏ - YouTube http://persistentpondering.posterous.com/national-stem-video-game-challenge-2010-youth http://persistentpondering.posterous.com/national-stem-video-game-challenge-2010-youth

Amazing! I feel so behind!

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Mon, 27 Jun 2011 10:34:00 -0700 The Curfew http://persistentpondering.posterous.com/the-curfew http://persistentpondering.posterous.com/the-curfew
Media_httpwwwthecurfe_abgbq

Best Educational Game from Games for Change. This might be the one to really get me playing.

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Thu, 05 May 2011 10:17:00 -0700 Why Videogames are Such a Force in Learning, Civics, and Social Innovation on Vimeo http://persistentpondering.posterous.com/why-videogames-are-such-a-force-in-learning-c http://persistentpondering.posterous.com/why-videogames-are-such-a-force-in-learning-c

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.

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Thu, 05 May 2011 08:50:00 -0700 Kids With Cystic Fibrosis Breathe Easier Thanks To Video Games | Fast Company http://persistentpondering.posterous.com/kids-with-cystic-fibrosis-breathe-easier-than http://persistentpondering.posterous.com/kids-with-cystic-fibrosis-breathe-easier-than
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Now, these are life-changing games that are relevant and meaningful.

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Sun, 01 May 2011 19:29:00 -0700 Cambodia land mines: Video game teaches Cambodian children to avoid land mines http://persistentpondering.posterous.com/cambodia-land-mines-video-game-teaches-cambod http://persistentpondering.posterous.com/cambodia-land-mines-video-game-teaches-cambod
Media_httpwwwlatimesc_ottar

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