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1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way you will be able to participate is by sending a text message. If you don’t know how to do that, just ask your neighbor for help. 3. In the body of the message, you’ll Text bscottsd40 to 37607 once to join, then you will receive a response from PollEverywhere, respond with your answer to the following question PollEverywhere
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What games did you play as a student that you felt were a learning tool or what games do you play now that could be learning tools? Questions
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Games/Apps Used in the Classroom Garage Band Sudoku Puzzles Words with Friends
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How would you define gamification? Use one phrase. Questions
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A teacher of religious studies class used a game called “Secret Agent: Mission One” to engage in student learning and asking students to analyze the game in order to create a new game. Games as Text, Games as Action VIDEO GAMES IN THE ENGLISH CLASSROOM Catherine Beavis
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S tudents responded with different opinions surrounding user interface, plot of the game, actions taken, challenges, etc. Video games - emergent cultural forms bringing popular culture into classroom multiple forms of literacy (multimodality)
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Video games in English classrooms “…games embodied new ways of telling and making stories that merged images and words with many other elements and repositioned players as readers and writers, interpreters, and creators." (Beavis, 2014) new way of thinking about literacy - not just in words transition from receiving to producing multimodal.
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“A map for curriculum planning and pedagogy and a heuristic for observing and analyzing games and play." (Beavis, 2014)
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A pplying the model using the case study of Secret Agent Why bring games into English and Language Arts curriculum? Transferring elements of Critical Games Literacy to (Media)Literacy Helps engage in texts by action
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Exploring Key Concepts in pairs popular culture multiliteracy symbol systems textuality & intertextual contemporary literacy vs traditional literature multimodal How texts are related A body of knowledge, experiences and norms that most members of a group are aware of Interactive vs passive, digital vs print, pop culture vs high culture Many levels of communication, understanding and application uses multiple senses, levels of structure, degreees of competition, and creativity and interactivty with others
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Exploring Key Concepts - provide an example popular culture is the entirety of ideas, perspectives, attitudes, images, and other phenomena that are within the mainstream of a given culture, especially Western culture of the early to mid 20th century and the emerging global mainstream of the late 20th and early 21st century. multimodal characterized by several different modes of activity or occurrence multiliteracy is a term coined by the New London Group. Because the way people communicate is changing due to new technologies, and shifts in the usage of the English language within different cultures, a new "literacy" must also be used and developed. symbol systems physical patterns (symbols), combining them into structures (expressions) and manipulating them (using processes) to produce new expressions. textuality & intertextual - of or relating to a text or texts & intertextual: the interrelationship between texts, especially works of literature; the way that similar or related texts influence, reflect, or differ from each other: the intertextuality between two novels with the same setting contemporary literacy vs traditional literature examples: graphic novels, games, email, blog, (multimodal) vs. novels, textbooks, poetry, letters
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Discussion Questions In your same pair join another pair. Discuss the following questions and record your answer in google docs. Do you currently use games in your lesson? If so, how? Will games drive out literacy? Why or why not? Will multimodal literacies drive out traditional print forms? What is your definition of gamification?
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What was important to you and why? Kaitlin Robyn Amy Renuka
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ClosureWhat is gamification? http://www.knewton.com/gamification-education/
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Other Articles Jenkins, H. et al. (2006). Confronting the challenges of participatory culture. Media education for the 21st century. Chicago: MacArthur Foundation. Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29. Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16-20.
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Attachments Beavis2014 Games as Text, Games as Action.pdf
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