“connected civics,” grounded in the idea that young people todayare engaging in new forms of politics that are profoundly participatory.
Important basis for connected civics
“connected civics,” grounded in the idea that young people todayare engaging in new forms of politics that are profoundly participatory.
Important basis for connected civics
It is critical that students foster these skills
Again, emphasizes the importance of skills over knowledge
game-based pedagogy
pedagogy means the practice of teaching
less important than accessing the skills and content necessary to participate
Important that focus shifts to building skills over knowledge
alienation from learning that high school dropouts experience as a result of schooling.
The interactivity and engagement of game based learning solves many of these issues (as long as it is done well)
e curriculum and pedagogy of those schools are outdated and cannot enable every student to meet high academic standards or gain these skills.
Schools are evolving much slower than our technology and needs are
All young people today need high-quality education more than ever before.
An interesting thought considering how incentivized higher ed is nowadays
bridge old and new literacies through learning about the world as a set of interconnected systems
Very important to do as we transfer to newer literacies faster than ever before.
“gamelike learning”
Important idea we've discussed, unique idea for an entire school to revolve around
If a game has poorlearning principles built into its design, then it won’t get learned or playedand won’t sell well.
Not necessarily, many people buy games because the setting looks interesting, or it has an interesting mechanic , and then they'll hop into the game and find out that it really does have poor learning principles and is hard to learn, but its already been bought. Heck, they might even love the game, like Dark Souls for instance.
When I played the game I was quite surprised to find out it was fairlylong and pretty challenging, even for an adult.
This seems too provide a sort of false sense of how age plays into skill at games. While you do get better with age somewhat, for the most part the reason you get better isn't the year you were born getting farther away, but the amount of time you have spent playing games.
as suicide bombers, murder-ers, terrorists, freedom fighters, heroes, psychotics, or in many other differ-ent ways.
The problem too is that so many people refuse to acknowledge that each person has their own worldview and reads each situation differently, and that causes so much strife around the world. Look no further than the protests in Hong Kong as an example, the people pro-protesters will call them demonstrators, while many Chinese citizens and those anti-protester will call them rioters and criminals.
Thesedepictionsoverlooktheprofoundlysocialnatureofgameexperiences.
Some of the closest friends I've ever made I met through playing games with them, the social nature of current day games is incredibly inviting most of the time.
theyinstantmessage,textmessage,ortelephonesomeonewiththatexpertise.
This is something I never understood about how schools operate. Never made sense to memorize facts that are easily available online when they could be trying to teach deeper learning and understanding.
wecomeupwithpedagogicalmodelsthatleveragestudents’constantconnectivity
In my experience, especially through high school, they still definitely saw technology as a thing to ban, rarely utilizing its full potential
88 percent reported downloading music or videos over the Internet and 74 percent reported that they had shared fi les (music or other) over the Internet.
Crazy how fast things have changed, to the point where people just stream all of the music they listen to most of the time in only about a decade.
65 percent reported feeling uncomfortable whereas only 15 percent felt comfortable
I'm curious as to what those figures would be now, I would think they would certainly be higher.
Even youth who do not possess computers and Internet access in the home are participants in a shared culture where new social media, digital media distribution, and digital media production are com-monplace among their peers and in their everyday school contexts.
Very much an almost domino like effect. One kid has internet access, and then all of their friends will sort of share in that culture.
self-critical,
another form of learning
feedback
Feedback is another wonderful way to learn
He also was able to generate design process ideas from examples in mass media,
Another wonderful form of learning displayed by Luis: imitation. I really love the context of it too, learning concept art from video game extras.
Luis : “Well when I fi rst saw the camera I didn’t know what it was for, and [the clubhouse coordinators] didn’t know either, so my friends and me were just doing stuff, like movies making it look like people were going super fast. Then I started getting ideas about like moving things and then taking pictures.”
Sometimes the best way to learn is by just experimenting and seeing what you can do, something Luis here demonstrates very well.
had much less access to computing tools at home than their Silicon Valley neighbors whose parents worked in the technology industry
Unsurprising, parents probably keep up on all the newest tech not only because they work around it, but also because they can afford it
Luis’s often are not using technology at home or at school to do much beyond basic Internet searching, social networking, or typing out a report using Microsoft Word
Very important to consider different worldviews in relation to technology use, especially poorer people that don't have the access to it.
M o r e c o m m o n are socially motivated genres of participation such as social networking and texting.
Very interesting how powerful social motivation can be.