Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Gdc06 Galarneau2
1.
2. Collateral Learning:
Online Games for
21st Century Skills
Lisa Galarneau
Ph.D. Candidate
The University of Waikato
New Zealand
lisa@socialstudygames.com
24. Can games help us develop so-
called 21st century skills?
Soft skills, emotional
intelligence, enterprise skills
Problem-solving, decision-
making, team-work,
communication, collaboration,
managing self, information
literacy, relating to others,
entrepreneurship
29. How can online games facilitate 21st
century skill development?
Dede’s critical skills:
Manage information
Comfort with
diversity
Thrive on chaos
30.
31.
32.
33. The U.S. Military (Massive
Multiplayer Online Gaming: A
Research Framework for
Military Training and Education,
2005) -
Who believes? http://www.strategicleader.us
/ExperientalLearningPapers/
GameReport_Bonk_final.pdf
Researchers: Katie Livingston
Vale, Constance Steinkuehler,
Toru Fujimoto, Nick Yee, Aaron
Delwiche
34. Periodic
Storypath/story-based curricula
(content)
Team-building/cooperation/
communication (skills)
Research (skills)
How might it Simulation/synthetic worlds
(systems thinking)
look? Ongoing
Communities of practice united
around play (content/skills/
sociocultural literacy)
Lifelong learning (content/skills)
37. Join an existing group of at least 4
members. After gaining their trust and
loyalty, persuade the group to hunt at a
different spot.
Start a group, and then get the group to
Leadership a designated location deep within a
level-appropriate dungeon to get a drop
Training (as from a specific mob.
imagined by Nick The leader of a guild that is about to
fracture over a long-standing issue has
Yee*) just stepped down from the position.
Keep this leaderless guild together while
keeping attrition to a minimum.
Create a guild of at least 50 active
members with a weekly attrition of not
more than 5%.
* http://www.nickyee.com/daedalus/archives/000515.php?page=3
38. Galarneau, Lisa and Melanie Zibit.
(In Press)
The future is written in the present:
Online games for 21st century
competency.
Much, much
In Games and simulations in online
more in learning: Research and development
forthcoming frameworks.
book chapter! David Gibson, Clark Aldrich, Marc Prensky
(Eds.)
Draft available at:
http://lisa.socialstudygames.com/
Galarneau_Zibit_OnlineGames.pdf
39. To ponder… Will online games/virtual
worlds become mainstream
activities?
Will we all inhabit a variety
of worlds?
Will we sign up for lifelong
learning? Like sports, will
online games be not only
fun but good for us, too?
Might our educational
system develop an
appreciation for informal,
collateral learning?