21st Century Learning Games Promising Trends & IF... Apple iPad Preview
1.
2. 21st Century Learning Model
1. Digital natives with tablets
2. Adult curation for K-8
3. Game as foundation
4. Government-backed curriculum
5. Legitimate assessment/transfer
6. Research and scale
3. What Computers Do Well
• Simulation
• Immersion
• Fantasy
• Dopamine
• “What if?” cause and effect
• Data
• Tracking
• Adapt to the user
4. Why Games?
• Attention
• Motivation
• “Meet children where they are”
• Intrinsic – of it’s nature
• Autonomous – harmony with self
• Volition – power of willful choosing
5. Didactic vs. Doing
• Marian Diamond: we learn by doing
• Valid curriculum
• Authentic
• Actions/results
• Reflect/conceptualize
• Assessment
• Transference
6. Power of Stories
• “Something that happens to characters
that you care about”
• Emotional attachment
• Involvement (interactive play)
• Cognition
• Emotion
• Remembering
7. Who Said That?
“The student can find no possible means of involvement for
himself, nor can he discover how the educational scene relates
to the “mythic” world… The school drop-out situation will get
very much worse because of the frustration of the student
need for participation in the learning process.
We are entering the new age of education that is programmed
for discovery rather than instruction… Games are dramatic
models of our psychological lives. Games as popular art forms
offer to all an immediate means of participation in the full life
of a society, such as no single role or job can offer.”
8. EA Sports Recipe
• Game/tech experts
• Fantasy
• John Madden
• NFL plays
• NFL Rulebook
• Player stats
• Passion, commitment
9. What/Why SEL?
• Social and Emotional Learning (SEL)
• We lost our way
• Goleman’s Emotional Intelligence
• School climate / SEL research
• Academics / SEL research
• Illinois Teaching Standards
• Federal government support
10. IF… Recipe
• Janice Toben, Nueva, Yale, CASEL.org
• Game/tech experts
• Poem, Dogs and Cats, Joseph Campbell
• “Polished” SEL Lesson Plans
• Government teaching standards
• Metrics and ECD methodology
• Passionate, determined team
11.
12.
13. Chapter 1 Lessons/Assessment
• Lesson Plans/Tools in Chapter 1
1.3 - Inner and Outer Circle
1.4 - Pictionary of Emotions
1.9 - Progressive Relaxation
1.11 - Breathing Techniques
1.13 - I-Message
2.1 - Win-Win Solution
2.2 - Escalating and De-Escalating
2.5 - Ten Ways Kids Cool Off
Key EXSEL Goals Measured in Chapter 1
AE – Self-Awareness of Emotions
AS/AR – Self-Awareness of Supports and Responsibilities
ME – Self-Management of Emotions
MR – Self-Management – Resilience/Grit
MT – Self-Management Tools for Emotional Regulation
RL – Positive Relationships – Listening
RE – Positive Relationships - Expression
RH – Positive Relationships – Asking for Help
14. Yes, but what was that strange noise I just heard?
Sure, but first I have to check these text messages.
Ok, I am looking at you and listening. Tell me more.
That means being active and engaged so that I feel you listening and know that
you care. Distractions will come. You can still bring focus to me.
AE +1, AS +1, AR +1, ME +2,
SP +1, RL +2, RG +1
15. Game
Experience
REAL-LIFE
TRANSFER
1. INFO ABOUT CHILD
2. DISCUSSION PROMPTS
TO ENGAGE
3. SKILLS:
• PRAISE EFFORT
• REINFORCE SKILLS
ENGAGEMENT:
STORY, GAMEPLAY
REINFORCEMENT:
BELIEFS, SKILLS,
STRATEGIES
REAL-LIFE
TRANSFER
MEASUREMENT:
EMBEDDED ASSESSMENT
SUPPORTIVE
HOME CLIMATE
CHILD
PARENT
16.
17. 21st Century Learning Games
1. Grow a new industry
2. Curate great learning games
3. IF… really seems to work!
4. Promising trends
5. IF… Apple iPad preview – FREE
www.ifyoucan.org