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VIRTUAL WORLDS BOOT CAMP

                    1.0
THE ROADMAP FOR TODAY
Why games and virtual worlds?

            Rapid Lesson Prototyping

                    ReactionGrid Account Creation

                                The Controls

                                       Your Avatar

                                          Communication

                                               Getting Around
WHY GAMES AND VIRTUAL
                    WORLDS?

"...the designers of many
good games have hit on
profoundly good methods of
getting people to learn
and to enjoy learning."

James Gee, University of
Madison Wisconsin
WHY GAMES AND VIRTUAL
             WORLDS?
 Learning works best when challenges are
 "pleasantly frustrating" in the sense of
 being felt at the outer edge of, but within
 their "regime of competence." That is, these
 challenges feel hard, but doable." (Gee,
 2007, p. 36)
WHY GAMES AND VIRTUAL
                         WORLDS?
"Today's game designers have
figured out something today's
educators are still searching for:
how to make learning
engaging for today's kids.
It would be a shame not to
employ this knowledge in our
classrooms."

Marc Prensky
LEARNING PRINCIPLES IN
GAMES AND VIRTUAL WORLDS
 Active, Critical Learning                 Intertextual
         •Design                          •Multimodal
        •Semiotic                     •Material Intelligence
   •Semiotic Domains                  •Intuitive Knowledge
   •Meta-level Thinking                       •Subset
•Psychosocial Moratorium                  •Incremental
  •Committed Learning                •Concentrated Sample
         •Identity                  •Bottom-Up Basic Skills
     •Self-Knowledge                      •Just-in-Time
 •Amplification of Input                    •Discovery
    •Practice Principle                      •Transfer
   •Ongoing Learning          •Cultural Models about the World
•Regime of Competence          •Cultural Models about Learning
         •Probing          •Cultural Models about Semiotic Domains
     •Multiple Routes                     •Distributed
    •Situated Meaning                      •Dispersed
           •Text                         •Affinity Group
                                              •Insider
                                                                     via @peggysheehy
HOW GAMES AND VIRTUAL
                   WORLDS TEACH

• Social                • Context
                                       • Experience

• Identity              • Feedback
                                       • Constant   achievement
• Empathy               • Multimodal
                                       • Expanding
                                                 circle of
• Simulation            • Mastery
                                        competence

• Practice                             • No   right answer
                        • Activity

• Applied    learning                  • Working    within rules
                        • Engagement
                                                       via @peggysheehy
LEADERSHIP
EMPOWERMENT
GLOBAL
OWNERSHIP
TURN YOUR KIDS LOOSE!
THINK OUTSIDE THE BOX!
RAPID LESSON
PROTOTYPING!
        Say what?
YOUR FOCUS SENTENCE
  HOW CAN WE CREATE AN ENGAGING
  LESSON FOR (GRADE LEVEL) THAT
INTEGRATES (TOPIC ONE) AND (TOPIC
   TWO) AND INVOLVES (STUDENT
             ACTIVITY)?
ELEVATOR
PRESENTATIONS!
ACCOUNT CREATION



GO TO: HTTP://REACTIONGRID.COM

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PCS Virtual Worlds Boot Camp 1.0 (2010)

  • 2. THE ROADMAP FOR TODAY Why games and virtual worlds? Rapid Lesson Prototyping ReactionGrid Account Creation The Controls Your Avatar Communication Getting Around
  • 3. WHY GAMES AND VIRTUAL WORLDS? "...the designers of many good games have hit on profoundly good methods of getting people to learn and to enjoy learning." James Gee, University of Madison Wisconsin
  • 4. WHY GAMES AND VIRTUAL WORLDS? Learning works best when challenges are "pleasantly frustrating" in the sense of being felt at the outer edge of, but within their "regime of competence." That is, these challenges feel hard, but doable." (Gee, 2007, p. 36)
  • 5. WHY GAMES AND VIRTUAL WORLDS? "Today's game designers have figured out something today's educators are still searching for: how to make learning engaging for today's kids. It would be a shame not to employ this knowledge in our classrooms." Marc Prensky
  • 6. LEARNING PRINCIPLES IN GAMES AND VIRTUAL WORLDS Active, Critical Learning Intertextual •Design •Multimodal •Semiotic •Material Intelligence •Semiotic Domains •Intuitive Knowledge •Meta-level Thinking •Subset •Psychosocial Moratorium •Incremental •Committed Learning •Concentrated Sample •Identity •Bottom-Up Basic Skills •Self-Knowledge •Just-in-Time •Amplification of Input •Discovery •Practice Principle •Transfer •Ongoing Learning •Cultural Models about the World •Regime of Competence •Cultural Models about Learning •Probing •Cultural Models about Semiotic Domains •Multiple Routes •Distributed •Situated Meaning •Dispersed •Text •Affinity Group •Insider via @peggysheehy
  • 7. HOW GAMES AND VIRTUAL WORLDS TEACH • Social • Context • Experience • Identity • Feedback • Constant achievement • Empathy • Multimodal • Expanding circle of • Simulation • Mastery competence • Practice • No right answer • Activity • Applied learning • Working within rules • Engagement via @peggysheehy
  • 12. TURN YOUR KIDS LOOSE!
  • 15. YOUR FOCUS SENTENCE HOW CAN WE CREATE AN ENGAGING LESSON FOR (GRADE LEVEL) THAT INTEGRATES (TOPIC ONE) AND (TOPIC TWO) AND INVOLVES (STUDENT ACTIVITY)?
  • 17.
  • 18. ACCOUNT CREATION GO TO: HTTP://REACTIONGRID.COM