Where do social action, art, music, technology, media, pop culture, and most importantly, student needs intersect?
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...
Foreword to Bring It to Class By: Kylene BeersDate: May 2010 Summary: Students' backpacks bulge not just with oversize textbooks, but with paperbacks, graphic novels, street lit, and electronics such as iPods and handheld video games. Bring It to Class is about unpacking those texts to explore previously unexamined assumptions regarding their usefulness to classroom learning. Order Bring It to Class...