“The people transmitting their stories to the next generation aren’t priests or poets or medicine women. They’re multinational corporations. And they are.

Slides:



Advertisements
Similar presentations
Marina U. Bers Dept. of Child Development Computer Science Dept.
Advertisements

What is a Research Lesson?
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Complex Agency: Crossing the borders between reality and pretence Research Study CARMEL BRENNAN PhD thesis, Dublin Institute of Technology.
Digital Game-Based Learning Why and How it Works.
Reading Theories and Their Relationship to Reading Instruction
Delmar Learning Copyright © 2003 Delmar Learning, a Thomson Learning company Nursing Leadership & Management Patricia Kelly-Heidenthal
The Influence of Culture on Caregiving
Meaningful Play and Game Design Dr. Héctor Muñoz-Avila Assigned readings: Chapters 3 & 4 (Rules of Play Book)
Semiotics and Systems Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
The Power of Assets 40 Developmental Assets. 40 Developmental Assets Represent everyday wisdom about positive experiences and characteristics for young.
 Distributed Cognition emphasizes the distributed nature of cognitive phenomena across individuals, artifacts, and representations that are both internal.
Game Design Serious Games Miikka Junnila.
Building Supportive Infrastructure to Support Families of Young Children A Community-Based Approach Helen Francis Frank Tesoriero Association of Children’s.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
Activity theory. Outline Introduction Philosophical background Evolution of Activity theory –from Vygotsky to Engeström Main concepts and principles Implications.
CULTURE AND GENDER IN PLAY. FINDINGS ABOUT PLAY Play serves as common features of children’s lives, it can be found in all themes of culture. Consequently,
Piaget’s Psychological Development. Piaget ( ) Swiss Psychologist, worked for several decades on understanding children’s cognitive development.
Agenda today 2:00-3:00: lecture 3:00-5:00: The tutor Irene will demonstrate an example of how to use Protocol Analysis for your project.
Cross Cultural Communication Challenges
1 The Maryland Early Childhood Accountability System Program Effectiveness Based on Results for Children Maryland State Department of Education Division.
Science Inquiry Minds-on Hands-on.
Mathematics the Preschool Way
Wheeler Lower School Mathematics Program Grades 4-5 Goals: 1.For all students to become mathematically proficient 2.To prepare students for success in.
Narrative, Interactivity, Play, and Games: Four Naughty concepts in Need of Discipline IAT 810 Veronica Zammitto.
RECAP Game Design Class Héctor Muñoz-Avila. Motivation Compelling games don’t need –the latest and best graphics –deep narrative or involved story line.
Conceptual Play Spaces: A 21 st Century Curriculum Sasha Barab Indiana University National Science Foundation (Career & Role) John D. & Catherine T. MacArthur.
Chapter 1 Understanding Ethics
Patterns in game design
Thomas College Name Major Expected date of graduation address
E-learning Lecture-3: PEDAGOGICAL DESIGNS FOR E-LEARNING week 3- Semester-2/ 2008 Dr. Anwar Mousa University of Palestine International Faculty.
Theories and Styles. Early Theories Trait Physical Intellectual Personality Great man theory Socially defined Valued traits Conflicting scientific evidence.
Chapter 11: Qualitative and Mixed-Method Research Design
The Areas of Interaction are…
TEAMWORK AND TEAM BUILDING KEYS TO GOAL ACHIEVEMENT AND SUSTAINABILITY.
Choice Words, Opening Minds, and Mindset COOR ISD February 2015.
Chapter 1 Defining Social Studies. Chapter 1: Defining Social Studies Thinking Ahead What do you associate with or think of when you hear the words social.
Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
WestEd.org Infant/Toddler Language Development Language Development and Mobile Infants.
© 2005 Prentice-Hall, Inc. 9-1 Chapter 9 Organizational Commitment, Organizational Justice, and Work- Family Interface.
Everyone Communicates Few Connect
NAEYC Developmentally Appropriate Practice in Early Childhood Programs Key Messages and Implication.
Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)
Games in Games (and play) and science communication What we can learn from games and how we might even use games to communicate science.
© 2016 Cengage Learning. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.
Early Childhood Special Education. Dunst model interest engagement competence mastery.
Action Strategies for Readers Using frontloading, think alouds, drama in education and action strategies to deepen engagement and comprehension Jeffrey.
Ch. 6 Family, Culture, & Community
Introducing Social Psychology Copyright © 2008 by The McGraw-Hill Companies, Inc. Social Psychology by David G. Myers 9 th Edition Introducing Social Psychology.
What examiners like in a qualitative thesis & how software can help us deliver it Helen Marshall Strategies in Qualitative Research Conference2006.
Chapter 2 Culture. Chapter Outline  Introducing Culture  Defining Culture  Cultural Knowledge  Culture and Human Life  Cultural Knowledge and Individual.
Working together to build assets.  What is the Search Institute?  What are Developmental Assets?  Why are assets important?
Click to edit Master subtitle style 3/7/10 LEADING.
Chapter 8 Putting It All Together DEVELOPING A TEACHING PHILOSOPHY © 2015 Etta R. Hollins.
Situated Cognition and Vygotsky Dr. K. A. Korb University of Jos.
Problem Structures and Solution Strategies. Solution Strategies Direct Modeling Strategies Counting Strategies Number Facts/Derived Facts.
Math games Moore Public Schools.
Developmentally Appropriate Practices. Five Guidelines For Developmentally Appropriate Practices.
Teaching Children About Food Safety Food Safety Professional Development for Early Childhood Educators.
ORGANIZATIONAL BEHAVIOR
Chapter 18 Consumer Behavior and Pricing Strategy
Management Practice: Part 6. Define leader and leadership. Compare and contrast early theories of leadership. Describe the three major contingency theories.
A fun reading Comprehension Game
Organization and Knowledge Management
Chapter 9 Organizational Commitment, Organizational Justice, and Work-Family Interface © 2005 Prentice-Hall, Inc.
“The people transmitting their stories to the next generation aren’t priests or poets or medicine women. They’re multinational corporations. And they are.
Roberto Razo / June 2014 Major Research Questions 1. How is the learning experience affected for undergraduate students in interaction design by using.
Teaching All Children: Planning and Assessment
Using Relationships of Support to Nurture the Language of Emotions
Atlantis Remixed & Quest Atlantis
Presentation transcript:

“The people transmitting their stories to the next generation aren’t priests or poets or medicine women. They’re multinational corporations. And they are not trying to appease the gods. They are trying to appease the shareholders” (Herz, 1997, p. 170). Can we reclaim the story medium in one of its contemporary forms—i.e., videogames—to use it in a socially- responsive way and at the same time undo the problems that are currently associated with the use of this form?

Why should educators care about games?  Student motivations have been shown to decline from grades 3-9  Video games are engaging kids  Video game usage can serve as gateway into technology fluency  Unexplored potential of video games as a curricular context  Useful platform for design-based research  Effectively accomplishes theoretical ideals  Provides a truly transactive curricullum

1. Connects Content with Context (situated cognition) Whereas young people become accomplished in geometry and mathematics, and wise within these limits, prudent young people do not seem to be found. The reason is that prudence is concerned with particulars as well as universals, and particulars become known from experience, but a young person lacks experience... (Nichomachean Ethics 1142 a). Head, Hands, Heart

2. Legitimizes Learning … a state of engagement that involves: (a) projection into the role of a character who, (b) engaged in a partly fantastical problem context, (c) must apply evolving understandings to make sense of and, ultimately, transform the context. (d) and provides opportunities to examine one’s participation in terms of the impact it had on the immersive context.

3. Supports Transactivity  Transaction, according to the Merriam-Webster dictionary, is “a communicative action or activity involving two parties or things that reciprocally affect or influence each other.”  The idea is that through participation individual, content- to-be-learned, and context become bound up as part of a system in which all are changed through the transaction.

4. Treats Learning as a Trajectory “An affordance network is the collection of facts, concepts, tools, methods, practices, agendas, commitments, and even people, taken with respect to an individual, that are distributed across time and space and are viewed as necessary for the satisfaction of particular goal sets.” Barab & Roth, 2007, p. 5

5. Allows One to Act a Head Above Himself  It is through play that a child can experiment with actions and engage behaviors even before she appreciates the meanings associated with these actions. Simply stated, while engaged in play, a child can function "a head above himself" (Vygotsky, 1933/1978, p. 74).  Vygotsky accorded dramatic play a special place in the development of young children, with his colleagues referring to it as a "leading activity" in the child's early development.  Play provides "an optimal context for the emergence and continued growth of the most important cognitive and social processes of young children or their 'developmental accomplishments'" (Leong, Bodrova, Hensen, & Henninger, 1999).

6. Useful for Evolving Theory

7. It is fun!  In elementary school, a different attitude towards learning regularly emerges; school-based learning is often something that must be done before a child is allowed to go out and play—an activity distinct from play and explicitly labeled ‘work’ (schoolwork, homework). Much like eating one’s vegetables before getting dessert, schoolwork becomes a chore rather than reward. (Barab, Arici, & Jackson, 2005, p. 5)

Game Concepts  What is a game  Meaningful Play  Designed Play Rules Interactivity Narrative  Games as Systems

What is a Game?  A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. System Players Artificial (boundaries between artificial & real) Conflict Rules Quantifiable outcome Narrative

Meaningful Play  Meaningful play in a game emerges from the relationship between player action and system outcome; it is the process by which a player takes action within the design system of a game and the system responds to the action. The meaningfulness of an action in a game resides in the relationship between action and outcome.  Meaningful play occurs when the relationship between actions and outcomes in a game are both discernable and integrated into the larger context of the game.

Games as Designed Systems  Games are Systems Objects – parts, elements, or variables within the system Attributes – qualities of properties of the system and its objects Internal Relationships – relations among the objects Environment – the context that surrounds the system Social Interactions – the interactions one has with people around the system Narrative Frame – storyline that provides overall game semiotics

Semiotics How meanings are made  A sign represents something other than itself  Signs are interpreted  Meaning results when a sign is interpreted  Context shapes interpretations  Meaning from objects comes from … Rules Narratives Social Interactions Boundaries

Anatomy of Choice 1.What happened before the player was given the choice? 2.How is the possibility of choice conveyed to the player? 3.How did the player make the choice? 4.What is the result of the choice? How will it affect future choices? 5.How is the result of the choice conveyed to the player?

Tic-Tac-Toe (rules)  Players take turns  One player has x and another o  Any cell can only have one o or x  To win you must have 3 in a row of the same type x or o  One move per turn  A row is horizontal, vertical, diagonal  Game is a draw when no player can move  3 x 3 grid  Two players  If you win you can go first

Analyzing Games  Narrative Analysis  Goal Analysis  Role Analysis  Interaction Analysis  Learning Analysis  Social Interaction Analysis  Cultural Environment Analysis