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Barry Joseph (barry@globalkids.org)




Games-based Learning in
 Congregational Schools
    Global Kids + The Jewish Education Project = Engaged Learners
What are the content areas in which you envision using games?

      
•
History, Hebrew, Ethics/ Pikei Avot
      
•
Lifecycle events, learning Hebrew
      
•
everything from reviewing Hebrew to looking at
         holidays and values through a different lens.
      
•
EVERY LESSON!
      
•
Israel; history; Hebrew
      
•
Conversational Hebrew is my top choice. Next would
         be something about Jewish ethics.
      
•
history
      
•
trope, jewish history, culture, holidays, values.
      
•
all!
Agenda
9:30 - 9:45 Icebreaker
9:45 - 10:10 Introductions
10:10-10:20 Share Out
10:20-10:40 Games-Based Learning Overview
           BREAK
10:50-11:25 Design a Game
11:25-11:40 Case Studies
11:40-11:50 Next Steps
11:50-11:55 On Your Own
11:55-12:00 Closing
From games are dangerous...




      Carole Artigiani, Global Kids, Inc.
... to the New Norm




       Al Gore
FROM EDUCATION ...




                     ... TO LEARNING




CONNIE YOWELL - MACARTHUR
FROM INFO RMATION CONSUMPTION ...




                           ... TO PARTICIPATORY LEARNING




CONNIE YOWELL - MACARTHUR
FROM INSTITUTIONS ...




                        ... TO NETWORKS




CONNIE YOWELL - MACARTHUR
Game Changer, Joan Ganz Cooney Center
   “Digital games offer a promising and untapped
   opportunity to leverage children’s enthusiasm
   and to help transform learning in America.”

   “On an average day, children as young as eight
   spend as many hours engaged in media activity
   as they spend in school; three-quarters of
   American children play computer and video
   games.”

   “Despite their reputation as promoters of
   violence and mayhem, digital games have in fact
   been shown to help children gain content and
   vital foundational and 21st-century skills.”
Game Changer, Joan Ganz Cooney Center
•   Content
    (from rich vocabulary to science to history)

•   Skills
    (from literacy to math to complex problem-
     solving)

•   Creation of artifacts
    (from videos to software code)

•   Systems thinking
    (how changing one element affects relationships
     as a whole)
Jane McGonigal
Use of Digital
    Media K-12
    A majority of teachers are using
    digital media, with applications
    including instruction, lesson
    planning, communications and
    professional development.




PBS: DIGITALLY INCLINED
Games are #1
    Teachers most value digital
    media for games for
    students.




PBS: DIGITALLY INCLINED
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
YOUTH: BY THE NUMBERS
Games-based Learning

Drill &
Skill
Games-based Learning

Critical
Gameplay
Games-based Learning

Serious
Games
Games-based Learning
Game
Design
Grow A Card Game

CATEGORIES:
GREEN = VERBS
YELLOW = ISSUE
 PINK = GAMES
BLUE = VALUES
Grow A Card Game

STEP 1:
SPLIT INTO GROUPS


STEP 2:
PICK ONE BLUE VALUE CARD AND
DISCUSS WITH YOUR GROUP
A GAME THAT YOU THINK
HAS THIS VALUE.
Grow A Card Game
STEP 3:
ADD A PINK GAME CARD.




                        +
STEP 4:
DISCUSS HOW THAT GAME CAN BE “MODDED” TO EXPRESS THE
PRESENCE OR ABSENCE OF THE VALUE.
DISCUSS WITH YOUR NEIGHBOR
A GAME THAT YOU THINK
HAS THIS VALUE.
Grow A Card Game
STEP 5:
KEEP THE BLUE; LOSE THE PINK.

STEP 6:
PICK A GREEN VERB CARD.

STEP 7:
OBEY THE YELLOW ISSUE CARD.

STEP 8:
COMBINE THE THREE TO CREATE A NEW
VALUES-BASED GAME!
Barry Joseph (barry@globalkids.org)




Games-based Learning in
 Congregational Schools
    Global Kids + The Jewish Education Project = Engaged Learners

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Jewish Education Project 1 of 3

  • 1. Barry Joseph (barry@globalkids.org) Games-based Learning in Congregational Schools Global Kids + The Jewish Education Project = Engaged Learners
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  • 6. What are the content areas in which you envision using games? • History, Hebrew, Ethics/ Pikei Avot • Lifecycle events, learning Hebrew • everything from reviewing Hebrew to looking at holidays and values through a different lens. • EVERY LESSON! • Israel; history; Hebrew • Conversational Hebrew is my top choice. Next would be something about Jewish ethics. • history • trope, jewish history, culture, holidays, values. • all!
  • 7. Agenda 9:30 - 9:45 Icebreaker 9:45 - 10:10 Introductions 10:10-10:20 Share Out 10:20-10:40 Games-Based Learning Overview BREAK 10:50-11:25 Design a Game 11:25-11:40 Case Studies 11:40-11:50 Next Steps 11:50-11:55 On Your Own 11:55-12:00 Closing
  • 8. From games are dangerous... Carole Artigiani, Global Kids, Inc.
  • 9. ... to the New Norm Al Gore
  • 10. FROM EDUCATION ... ... TO LEARNING CONNIE YOWELL - MACARTHUR
  • 11. FROM INFO RMATION CONSUMPTION ... ... TO PARTICIPATORY LEARNING CONNIE YOWELL - MACARTHUR
  • 12. FROM INSTITUTIONS ... ... TO NETWORKS CONNIE YOWELL - MACARTHUR
  • 13. Game Changer, Joan Ganz Cooney Center “Digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America.” “On an average day, children as young as eight spend as many hours engaged in media activity as they spend in school; three-quarters of American children play computer and video games.” “Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st-century skills.”
  • 14. Game Changer, Joan Ganz Cooney Center • Content (from rich vocabulary to science to history) • Skills (from literacy to math to complex problem- solving) • Creation of artifacts (from videos to software code) • Systems thinking (how changing one element affects relationships as a whole)
  • 16. Use of Digital Media K-12 A majority of teachers are using digital media, with applications including instruction, lesson planning, communications and professional development. PBS: DIGITALLY INCLINED
  • 17. Games are #1 Teachers most value digital media for games for students. PBS: DIGITALLY INCLINED
  • 18. YOUTH: BY THE NUMBERS
  • 19. YOUTH: BY THE NUMBERS
  • 20. YOUTH: BY THE NUMBERS
  • 21. YOUTH: BY THE NUMBERS
  • 26. Grow A Card Game CATEGORIES: GREEN = VERBS YELLOW = ISSUE PINK = GAMES BLUE = VALUES
  • 27. Grow A Card Game STEP 1: SPLIT INTO GROUPS STEP 2: PICK ONE BLUE VALUE CARD AND DISCUSS WITH YOUR GROUP A GAME THAT YOU THINK HAS THIS VALUE.
  • 28. Grow A Card Game STEP 3: ADD A PINK GAME CARD. + STEP 4: DISCUSS HOW THAT GAME CAN BE “MODDED” TO EXPRESS THE PRESENCE OR ABSENCE OF THE VALUE. DISCUSS WITH YOUR NEIGHBOR A GAME THAT YOU THINK HAS THIS VALUE.
  • 29. Grow A Card Game STEP 5: KEEP THE BLUE; LOSE THE PINK. STEP 6: PICK A GREEN VERB CARD. STEP 7: OBEY THE YELLOW ISSUE CARD. STEP 8: COMBINE THE THREE TO CREATE A NEW VALUES-BASED GAME!
  • 30. Barry Joseph (barry@globalkids.org) Games-based Learning in Congregational Schools Global Kids + The Jewish Education Project = Engaged Learners