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Remixing Your LMC for Digital Youth / A 21st Century Teaching Workshop / Conducted by Bill Derry and David Bilmes / Connecticut Association of School Librarians / Jan. 31, 2009 / A 21st Century Teaching Workshop / Conducted by Bill Derry and David Bilmes / Connecticut Association of School Librarians / Jan. 31, 2009
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Part II Led by David Bilmes / Gaming in the LMC (based upon information presented by Scott TraylorScott Traylor / Reference Books in the Digital Age / Other timely topics / Gaming in the LMC (based upon information presented by Scott TraylorScott Traylor / Reference Books in the Digital Age / Other timely topics
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Let’s play a game! / “Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories. “ / Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. “ / Pew Internet & American Life Project / Teens, Video Games and Civics, Sept. 16, 2008 Teens, Video Games and Civics, Sept. 16, 2008 / “Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories. “ / Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. “ / Pew Internet & American Life Project / Teens, Video Games and Civics, Sept. 16, 2008 Teens, Video Games and Civics, Sept. 16, 2008
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More from the Pew Report / 97 percent of young respondents (ages 12-18) play video games / Half said they had played a video game within the previous day / Average age of video game player is 35; 5 years ago average age was 29 / 60% game players men; 40% women / 97 percent of young respondents (ages 12-18) play video games / Half said they had played a video game within the previous day / Average age of video game player is 35; 5 years ago average age was 29 / 60% game players men; 40% women
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How can we bring games into our LMCs and classrooms? / Cost? / Educational value? / Cost? / Educational value?
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Games to check out / Spore ($) Spore ($) / Little Big Planet ($) Little Big Planet / Animal Crossing ($) Animal Crossing / Portal (free flash version online)(free flash version online) / Spore ($) Spore ($) / Little Big Planet ($) Little Big Planet / Animal Crossing ($) Animal Crossing / Portal (free flash version online)(free flash version online)
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“Anyone who tries to make a distinction between education and entertainment doesn't know the first thing about either.” -- Marshall McLuhan
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A new movement / Serious Games Initiative Serious Games Initiative / Serious Games Initiative Serious Games Initiative
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Examples of Serious Games / Re-mission (free) Re-mission / Ayiti (free) Ayiti / Diner Dash (free online version) Diner Dash / Budget Hero (free) Budget Hero / Whyville (free online version) Whyville / Re-mission (free) Re-mission / Ayiti (free) Ayiti / Diner Dash (free online version) Diner Dash / Budget Hero (free) Budget Hero / Whyville (free online version) Whyville
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User-generated content / Scratch (free) Scratch / ItzaBitza: A magical drawing game for early readers ($20) ItzaBitza / Kerpoof: Art-generated tool to make movies and pictures (free when used by educators in school) Kerpoof: / StarLogo (free) StarLogo / Scratch (free) Scratch / ItzaBitza: A magical drawing game for early readers ($20) ItzaBitza / Kerpoof: Art-generated tool to make movies and pictures (free when used by educators in school) Kerpoof: / StarLogo (free) StarLogo
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It’s time to get creative!
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Reference Books in a Digital Age
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Pros/cons of print / Portable / Durable / Familiar / Collectible / Inexpensive / Shareable / Collectible / Portable / Durable / Familiar / Collectible / Inexpensive / Shareable / Collectible / Limited format / Environmentally unsound / Takes 9 trees to publish a single book / Returns add to costs
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Pros/cons of digital books / Can be any length / Multimedia / Interactive / Take up little space / Easily updated / Can be any length / Multimedia / Interactive / Take up little space / Easily updated / Relies on electricity / Sometimes hard to navigate / Expensive / Unclear business model
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Publishers trying to adapt
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10 tips to become a totally wired teacher-librarian / Survey your teens / Involve them in any online effort / Join a social network / Use texting and IM as part of outreach / Be their guide / Support efforts to unblock social media / Survey your teens / Involve them in any online effort / Join a social network / Use texting and IM as part of outreach / Be their guide / Support efforts to unblock social media / Talk about ethics, inappropriate use / Encourage active reputation management / Teach teens marketing literacy / Identify trailblazers in field Anastasia Goodman
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