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Classroom constraints & the pass-back effect:  Games designed to transcend generational divides   Marjee Chmiel- The JASON Project Nina Walia- PBS KIDS
Part 1: Classroom Constraints ,[object Object],[object Object],[object Object],[object Object]
Time
Multiple Entry Points
Modified Challenges
Personal Goal Setting
Technology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Standards ,[object Object],[object Object],[object Object]
Identify things that are the most conceptually challenging
Model Use in Classroom
Accountability ,[object Object],[object Object],[object Object]
 
Pass it Back! Kid Apps on Grown-Up Devices PBS KIDS Interactive Nina Walia, Associate Director
[object Object],[object Object],[object Object],[object Object]
[object Object]
 
[object Object],9 million unique visitors per month
 
Pass-Back Effect Audience:  Who They Are and What They Want ,[object Object],[object Object],[object Object]
60% of Top 25 Paid Educational Apps Target Preschoolers iLearn: A Content Analysis of the iTunes App Store’s Education Section , Joan Ganz Cooney Center, 2009
Pass-Back Effect Audience:  Who They Are and What They Want ,[object Object],[object Object],[object Object]
NOT Quiet
Quiet and Engaging
Pass-Back Effect Audience:  Who They Are and What They Want ,[object Object],[object Object],[object Object],[object Object]
Resources PBS KIDS Mobile Downloads:  pbskids.org/mobile PBS KIDS Mobile Technologies & Learning Research:  http://pbskids.org/read/research/mobile.html
[object Object],[object Object],[object Object],Thank you! Marjee Chmiel [email_address]

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Classroom constraints & the pass-back effect: Games designed to transcend generational divides

Notas del editor

  1. Time: Most classrooms (not on block scheduling) have no more than 25 minutes of usable, lesson time. While long, meaningful engagement is a hallmark of what makes a game great for many of us, that isn’t possible in a classroom, and if a teacher feels like he or she cannot get in and out without meeting some important learning objects, they are reticent to use it. The following are a few ways to provide long, meaningful engagments while designing for classroom constraints.
  2. “ Locked” accomplishments and no cap on a high score
  3. Provide video models of teachers using the games in the classroom.
  4. You know us best from TV. In 1997 we hopped onto computers with pbskids.org where we had to gleen how to make kid friendly learning experiences
  5. Appear on these clunky boxes and mice meant for adults.
  6. Turns out usable design can triumph – we currently get more than 9million uniques per month. Just when we had becomes experts in making guis that put kids in the drivers seat and compensate for their still developing fine motor skills using the mouse, along comes mobile.
  7. We leapt onto iphones and ipod touches last year. Once again we were faced with challenges – and this time, some promising affordances – for kid centered design and education on devices intended for grown ups. But parents have needs too.
  8. Strong connection between passback effect and educational apps.
  9. Sid: Not enough content/educational value to make it worth it/not enough perceived value. Even though it was free. Not quiet
  10. Rogers: First one with analytics. We know that the average time spend on it is 22 minutes less audio on it, engages kids with construction of something.
  11. Conclusion that ties together our presentations after this slide.