1. The presentation introduced the ADDIE instructional design model and how it can be applied to develop library workshops.
2. Key aspects of the ADDIE model were discussed including analyzing learner and library needs, designing content and format, developing materials, implementing workshops, and evaluating effectiveness.
3. Tips were provided throughout on how reference skills can translate to teaching and addressing challenges like different learning abilities and disruptive learners.
Games For Change 101 Workshop - Global Kids Ayiti CasestudyGlobal Kids
This is the powerpoint presented by Barry Joseph at the Games For Change 101 Workshop. it is a case of our game Ayiti based on the framework laid out by others at the conference.
The Accidental Instruction Librarian (December 2014)Kelly Woodside
This document outlines a workshop on instructional design for library staff. It introduces the ADDIE model of instructional design, which includes analyzing needs, designing content and outcomes, developing materials, implementing instruction, and evaluating results. The workshop covers how to analyze learners and goals, design meaningful learning outcomes, select appropriate formats and technologies, develop and implement the instruction, and evaluate its effectiveness. Participants work in groups to draft a proposal for a library instruction program.
A presentation about innovation through technology from a Global Kids point of view, touching on a range of tools that help foster community, creativity, collaboration, distance learning and civic engagement.
GK Media Masters Presentation at New Media Literacies ConferenceGlobal Kids
A presentation by GK's Rafi Santo and Shawna Rosenzweig about the Media Masters program, a collaboration with MIT's Project New Media Literacies, led by Henry Jenkins. It was presented at the conference "Learning in a Participatory Culture", held by Project NML at MIT on 5/2/09.
For full effect, view with notes.
This 3 sentence document discusses streamlining the editing process for a large career resource library by using a wiki that allows all professional staff to contribute to subject guides. It provides an example of content from the St. Joseph County Public Library subject wiki and questions if the wiki can reduce duplication of efforts in maintaining the career resource library.
1. The presentation introduced the ADDIE instructional design model and how it can be applied to develop library workshops.
2. Key aspects of the ADDIE model were discussed including analyzing learner and library needs, designing content and format, developing materials, implementing workshops, and evaluating effectiveness.
3. Tips were provided throughout on how reference skills can translate to teaching and addressing challenges like different learning abilities and disruptive learners.
Games For Change 101 Workshop - Global Kids Ayiti CasestudyGlobal Kids
This is the powerpoint presented by Barry Joseph at the Games For Change 101 Workshop. it is a case of our game Ayiti based on the framework laid out by others at the conference.
The Accidental Instruction Librarian (December 2014)Kelly Woodside
This document outlines a workshop on instructional design for library staff. It introduces the ADDIE model of instructional design, which includes analyzing needs, designing content and outcomes, developing materials, implementing instruction, and evaluating results. The workshop covers how to analyze learners and goals, design meaningful learning outcomes, select appropriate formats and technologies, develop and implement the instruction, and evaluate its effectiveness. Participants work in groups to draft a proposal for a library instruction program.
A presentation about innovation through technology from a Global Kids point of view, touching on a range of tools that help foster community, creativity, collaboration, distance learning and civic engagement.
GK Media Masters Presentation at New Media Literacies ConferenceGlobal Kids
A presentation by GK's Rafi Santo and Shawna Rosenzweig about the Media Masters program, a collaboration with MIT's Project New Media Literacies, led by Henry Jenkins. It was presented at the conference "Learning in a Participatory Culture", held by Project NML at MIT on 5/2/09.
For full effect, view with notes.
This 3 sentence document discusses streamlining the editing process for a large career resource library by using a wiki that allows all professional staff to contribute to subject guides. It provides an example of content from the St. Joseph County Public Library subject wiki and questions if the wiki can reduce duplication of efforts in maintaining the career resource library.
Global Kids presentation on Virtual Education and New Media Literacy (p2)Global Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
This is a short, basic powerpoint that was used to describe what Global Kids is, the kinds of issues and skills it focuses on, and examples of how it leverages technology in its online leadership program to engage youth in global issues.
Virtual reality technologies include massively multiplayer online role-playing games like World of Warcraft where players battle enemies from different races. Second Life is a virtual world that allows users to create their own environment and economy, with some users earning real money. The document discusses how Second Life has formal education and career settings, suggesting virtual worlds could help teach real-world career skills through simulations.
The document discusses ways to update patrons on career information using new technologies. It describes eliminating duplicate print periodicals by providing access through subscription databases. It also discusses tracking career-related websites and blogs using RSS feeds to find new resources. Student workers monitor alerts and feeds, write blog entries that are reviewed and posted daily on the Career Resource Library homepage to keep patrons informed. The periodicals collection was reduced and access improved using these new methods.
Games For Change 2011: Outside the Classroom: Youth Designing GamesGlobal Kids
This panel at Games For Change 20011, OUTSIDE THE CLASSROOM: YOUTH DESIGNING GAMES, featured four case studies of afterschool games-design programs (GirlStart, Boys and Girls Clubs, MOUSE and Global Kids!) More at: http://www.olpglobalkids.org/2011/06/global_kids_at_games_for_chang_1.html
In the summer of 2007, UNICEF and Global Kids launched a Convention on the Rights of the Child Machinima Summer Camp in the virtual world of Teen Second Life where teens from around the world gathered for five weeks to learn about children's rights and produced ten 1-minute Machinima films on issues identified in the Convention on the Rights of the Child.
Global Kids presentation on Virtual Education and New Media LiteracyGlobal Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.
Global Kids presentation on Virtual Education and New Media Literacy (p2)Global Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
This is a short, basic powerpoint that was used to describe what Global Kids is, the kinds of issues and skills it focuses on, and examples of how it leverages technology in its online leadership program to engage youth in global issues.
Virtual reality technologies include massively multiplayer online role-playing games like World of Warcraft where players battle enemies from different races. Second Life is a virtual world that allows users to create their own environment and economy, with some users earning real money. The document discusses how Second Life has formal education and career settings, suggesting virtual worlds could help teach real-world career skills through simulations.
The document discusses ways to update patrons on career information using new technologies. It describes eliminating duplicate print periodicals by providing access through subscription databases. It also discusses tracking career-related websites and blogs using RSS feeds to find new resources. Student workers monitor alerts and feeds, write blog entries that are reviewed and posted daily on the Career Resource Library homepage to keep patrons informed. The periodicals collection was reduced and access improved using these new methods.
Games For Change 2011: Outside the Classroom: Youth Designing GamesGlobal Kids
This panel at Games For Change 20011, OUTSIDE THE CLASSROOM: YOUTH DESIGNING GAMES, featured four case studies of afterschool games-design programs (GirlStart, Boys and Girls Clubs, MOUSE and Global Kids!) More at: http://www.olpglobalkids.org/2011/06/global_kids_at_games_for_chang_1.html
In the summer of 2007, UNICEF and Global Kids launched a Convention on the Rights of the Child Machinima Summer Camp in the virtual world of Teen Second Life where teens from around the world gathered for five weeks to learn about children's rights and produced ten 1-minute Machinima films on issues identified in the Convention on the Rights of the Child.
Global Kids presentation on Virtual Education and New Media LiteracyGlobal Kids
Global Kids staff Rafi Santo and Amira Fouad present about how virtual worlds can be used to educate teens for a new century where new media literacies will be necessary. Prepared for the conference "Teaching and Learning in a Media Saturated World" held at MIT on October 27th, 2007.
Why Second Life Can't Tip: The Power and Perils of Living La Vida LudicGlobal Kids
The following is the powerpoint from Barry Joseph's keynote at the SLEDcc 2008 Second Life educator's convention. Barry write that: "In it I introduce a term I have coined, "the ludic life," and discuss its implications for Second Life and learning. In short, Eric Zimmerman, the game designer, has recently been making the argument that we have entered "a ludic century." We once moved from an industrial age to an information age. However, we are now interacting with that information in a way Zimmerman finds best described as ludic, which is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions.
"While Zimmerman uses Wikipedia as his example, I am looking to articulate that Second Life is a better example and, more importantly, the way in which SL allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience. The ramifications are tremendous and will be explored, both at the keynote and within this group."
It is highly recommended to not just view the images but download and view with full notes. It's rather dense.
In fact, the full recommendation is to go to http://www.rezed.org/group/ludiclife to watch the powerpoint while listening to the presentation audio or watching the video.
Enjoy.