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April 1, 2013

Learning In Communities

April 1, 2013 | By | No Comments"> No Comments

IMG_0721TO JOIN: http://www.meetup.com/EducadeLA 

MIT Media Lab Class – Session 7

Join us on Mondays at 6:30pm at the GameDesk offices for the MIT Media Lab course Learning Creative Learning. We’ll watch the weekly seminar, complete the activities, and discuss the issues. We’ll extend our face to face sessions into the LCL #Group 309 on Google+ here: https://plus.google.com/u/0/communities/100433025127306569401

Week 7 of the course will dive into Learning in Communities with panelists Geetha Narayanan and Natalie Rusk.

Check out the week’s readings here: http://learn.media.mit.edu/syllabus.html
and come prepared to discuss, debate, and ideate innovations!

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March 28, 2013

Teachers Love Technology

March 28, 2013 | By | No Comments"> No Comments

Very cool graphic story by OnlineUniversities.com demonstrating that teachers use and love technology. Check out these stats!
What do we Know Infographic

Jennifer Jordan

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March 26, 2013

Save Our City! Creating Social Change Leaders Through Simulation Games

IMG_0221Game Jam Spotlight Series: Part 2 

By Jennifer Jordan

In school students are taught about biology, algebra, and history.  Yet formal education rarely provides classes that focus on how to create and carry out social change. Youth today are already incredible social activists.  It’s a part of their every day behavior.  From recycling, volunteer work, disaster relief, to even splurging the extra cash for fair trade coffee, the Millennial and Gen Y generations are passionate about social change and view it as a lifestyle priority.

At our recent Stanford Game Jam team Sims for Change tapped into this passion and took it one step further.  They developed a simulation style game called Sim Civics, encouraging students to go beyond social participation and actually learn the steps and best practices to become social change leaders. “Save Our City” became the team’s mantra as they worked through the process for how players can drive social change simulations.

Early in the day the team realized that students need an understanding of government processes before progressing further in social change game mechanics.  Alessandro Poiré, a government teacher and member of team Sims for Change, contributed a rich background in civics and immediately focused the discussion around how to transfer this knowledge to students in the early stages of the game.  Since this was an education based Game Jam, teachers were a critical element to each team, providing learning objective connections and teasing out issues in education that can better addressed and served by games.  Targeting subjects like Government and Civics helped align this game with common core curriculum already being taught within the 7-12 grade classroom.

However, once the team dove into the world of civics they realized that their game went far beyond just a brush-up on government systems.  Jon Silver, another member of team Sims for Change, says:

We wanted our game play to capture the critical success factors of affecting change and that is understanding differing viewpoints around an issue, navigating the bureaucratic process, but also how to influence and guide opinion to support initiatives that must be voted on and adopted by the people.

And from this insightful beginning and ideation a game skeleton is conceived.  Students embark on a mission-style journey, identify a cause that resonates with them, research that cause, gather support around it, generate a petition of change, and drive the entire process to a vote.

 

So what does this look like?  Ok, here’s a scenario . . .

An 8th grade student starts the game and is dropped into a simulated neighborhood very much liker her own.  She chooses a pollution problem affecting a nearby shoreline from a list of issues that are relevant to her area and age group.  If this problem continues her own town’s safety and heath could be impacted.  She must find a solution before it’s too late!

Her next step is to research the problem, identifying key influencers in environmental and public safety sectors.  She must investigate how issues like this have been handled in the past, and become familiar with processes that were both successful and unsuccessful in resolving the issue.

From her research she creates a plan of action.  She identifies that the pollution is coming from a local factory that initially had a safe refuse plan in place, but due to high employee turnover the safety policies have gone unsupervised.  Now factory waste has been leaking onto the shoreline for almost 8 months.  She identifies that the waste is toxic, and the only way to dispose of it safely is with a biohazard team that costs $1,000.

Now she realizes two things.  To solve this problem she needs to get the factory to take action and restore their waste management system to prevent future waste.  And second, she needs to raise $1,000 for cleanup to occur.  For both steps to happen she must generate awareness for the problem, recruit support, explore methods of raising money, and target community influencers to ensure factory changes and current waste cleanup.

And . . .  the game process continues! Each of these needs play out as money and time constraints are introduced.  Outcomes are measured by their level of effectiveness and engagement, with the desired outcome being 100% for each.  As you can see, this game idea can be complex, requiring multiple steps and phases to learn, earning the Sims for Change team the title “Most Ambitious Game.”

Ambition is celebrated within our Game Jam, especially when it promotes social change.  But for the sake of time, the team focuses their final pitch on only one element of their game – how to gather support for your cause.  Team member John Oliver crafts opinion meters and other game pieces to reflect UI behavior, and team member Chintan Panikh quickly builds out a table to balance resources and tune percentages.  These specifically address:

  • Constituents, who must be swayed in favor of the policy
  • Interest groups, from whom one must obtain endorsements
  • Stakeholders, who might either support or veto your initiative

The team’s final pitch was full of passion and inspiration, invoking large-scale change through education and games.  It made a huge impression on Game Jam participants, as well as the team itself.  To close, Jon Silver leaves us with this final thought . . .

Upon reflection, I was struck by how that one day was a microcosm of similar work I’ve often spent weeks developing.  With limited time, the Game Jam forces one to focus solely on that which is most essential… and this is a great discipline.

Special Thanks to IDEO, Epicenter, Prezi, Google, Pearson, Stanford d.School, Leticia Britos Cavagnaro, and Laurie Moore.

Sims for Change members include: John Oliver, Melinda Su, Jon Silver, Chintan Parikh, Alejandro Poiré, and Anchorer Du

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Jennifer Jordan

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March 18, 2013

Game Jam Spotlight: Pizza Posse Fractions Game

Fractions Are Fun, Any Way You Slice It

By Jennifer JordanIMG_0283

When your game jam team includes a member of your target audience, it’s very easy to get immediate and relevant feedback about your game idea.  Such was the case for team Pizza Posse, a diverse group in age and background that worked together seamlessly to develop a concept around gaming and fractions.

Joe Casente is a 6th grade student and member of team Pizza Posse.  His inside knowledge made him the perfect choice for Creative Director.  During the domain analysis phase it was he who targeted fractions as being a difficult subject to master in school.  He noted this concept is generally taught to 3rd grade students, but is something many students continue to struggle with in later grades.  Based on this insight the team decided to create a game that teaches fractions, and they used a mode that no 3rd grader (or 6th grader) can resist – pizza!

Since education transformation was a critical piece to this particular game jam, every game created must align with a learning objective based on the common core standards used in public schools.  Pizza Posse’s game incorporates third grade standards for fractions found in the CCSS Math Content 3 NFA 1, 2, 3.

During the prototyping phase the team decided how their pizza game would actually work.  Rather than make small, personal sized pizza kits, the team opted to create a giant floor pizza similar in style to a Twister floor mat.  The large size promotes kinesthetic play, getting students up and moving around the pizza.  Popsicle sticks taped together divide the pizza into slices, and toppings are physical objects that students manipulate and scatter along the top.  Recipe cards provide topping combinations that students arrange creating portions that represent the concept of fractions.  One very eclectic pizza combination is aptly named the King Kong Krazy pizza, combining ground beef, banana slices, gummy worms, and even sky scrapers as toppings.  Delicious?  Probably not.  But wacky and engaging?  Definitely!

During game testing the team flushed out potential problems.  They realized they needed a tiered level system that grows in difficulty.  Level 1 is titled Simple Slices and practices easier to master fractions like halves and thirds.  Level 2 is called Meaty Yummy and includes harder fractions like eighths.  The hardest level is Level 3 and is where we find the now famous King Kong Krazy pizza.  These levels serve as an assessment for students’ progress throughout gameplay and include relevant problems to solve, such as what happens when you realize one of your friends is a vegetarian?!

The learning objective goes beyond fractions, too.  The core concept is breaking whole numbers into pieces and understanding the relationship between those pieces, so this game applies to ratios, decimals, and percentages as well.

Pizza Posse went all out when it came to branding and product extensions.  Their follow-up activities integrate nutritional concepts through assembling and cooking real pizzas, as well as physical education by making the game an outdoor race.  They also integrate community outreach ideas by targeting local business, such as pizza parlors, where students explore a working business model and make real world connections.

Game Jam judges recognized that this game has curriculum relevancy, student interest, and is fast to market.  They were impressed with the level of thought in all phases of the process, and loved how well the group worked together to create a fast and fun final product.

Pizza Posse, we are so happy to have had your company and creativity at our Stanford Game Jam.  Keep us up to date on your progress, game testing, and next steps!

Special Thanks to IDEO, Epicenter, Prezi, Google, Pearson, Stanford d.School, Leticia Britos Cavagnaro, and Laurie Moore.

Pizza Posse Members:  Lucas Arzola, Eva Steele-Saccio, Joy Wong Daniels, Percilla Ortega, Gregory Wilson, Joseph Casente, Sal Casente, John Rodriguez
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Educade

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March 18, 2013

Social Creativity

March 18, 2013 | By | No Comments"> No Comments

scratch1TO JOIN: http://www.meetup.com/EducadeLA 

Join us on Mondays at 6:30pm at the GameDesk offices for the MIT Media Lab course Learning Creative Learning. We’ll watch the weekly seminar, complete the activities, and discuss the issues. We’ll extend our face to face sessions into the LCL #Group 309 on Google+ here: https://plus.google.com/u/0/communities/100433025127306569401

Week 6 of the course will dive into Social Creativity with with discussion from Gerhard Fischer and Andres Monroy-Hernandez.

Check out the week’s readings here: http://learn.media.mit.edu/syllabus.html
and come prepared to discuss, debate, and ideate innovations!

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March 15, 2013

Do kids today learn differently (and why should corporations care)?

March 15, 2013 | By | No Comments"> No Comments

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By Beth Griep

Originally published in Forum 

I have to admit there are days when I long for a simpler time—when learning happened in school, when teachers were always right, and when homework happened at the kitchen table between 3 and 5.

When, as I entered the workforce, a secretary opened my mail and removed the “trivial” while putting the “important” into that two-tiered in-box on my desk. When I had at least 2 days to move things from “in” to “out.” When I had to go to the library or bookstore to read the newest thinking on a topic. And when I actually got to leave my office to attend training.

Those were the good old days—at least they were my introduction to corporate learning. I will bet that many of you have similar memories.

Our kids and the next generation of corporate workers will remember very different “good old days,” and this will influence what they expect from organizations they work for.

This week, I had an opportunity to experience firsthand how some innovative educators are shaping the next generation’s learning experience. Playmaker School, part of New Roads School, in Santa Monica, California, is focused on preparing students to enter today’s global workforce. Using innovative learning tools, Playmaker students are forming new expectations for the learning experience. We can be sure that they will bring these expectations into our organizations in the not-too-distant future!

Joe Wise, who is co-director of Playmaker School and director of the Center for Effective Learning at New Roads School, gave me a quick tour of Playmaker. I was struck by its innovative learning space: open tables, video cameras suspended from the ceiling in a large “adventure room” collaborative space, and two classroom-sized “ideation” and “maker lab” spaces. In the larger collaborative environment, a Playmaker educator is not situated in front of a class as a lecturer, but instead she roams throughout the space as a guide and advisor—walking on oriental carpets amongst learners sitting on the floor—listening in and offering advice and instruction as needed. Even more impactful is the obvious engagement of students: freely moving in and out of spaces, working in small breakout groups, and shooting quick video clips on their laptop in the parking lot.

After my tour, Joe and I sat down for an informal conversation about kids and learning today. It became clear that we are both struggling to evolve learning in an information-rich, fast-paced, and rapidly changing context. Here are four key themes that I took away from the conversation about how Playmaker and the Center for Effective Learning are innovating learning:

  • Learning is an active and engaging process. Students use games, simulations, and inquiry to create meaning.
  • Learning is collaborative. Students engage in active conversations with teachers, experts, parents, and one another.
  • Continuous Learning is the objective. Students are exposed to best practices for lifelong learning, including conscious practice, openness, reflection in action, and experimentation.
  • One tool for all users (teachers, parents, students). A real-time tool that enables collaboration, assessment, information sharing, and student management over time.

What does this mean for those of us who will inherit Playmaker’s learners as they enter the corporate world?

  • Engagement is not optional. In many corporate classrooms today there is a captive audience. But learners are now beginning to expect that learning be informative andengaging. And their expectation will expand. We should endeavor to offer more engaging learning experiences: real-time projects, simulations, learning games, and apps.
  • Collaborative learning over time gets results. As technology allows individuals and groups to extend beyond traditional boundaries, organizational learning (and organizations in general) will be expected to embrace true collaborative work processes. Get ready for your students to expect traditional role and hierarchical structures to disappear from the learning process. Call the CEO and get her take on the strategy? Sure thing!
  • Individualized learning. If students in primary and secondary schools can complete an assessment and then plan their own learning curriculum (with input from their parents, of course!), why can’t learners in organizations do the same thing? Get ready for learners to want to sit in the driver seat and make learning choices. While strategy-driven curriculums will remain critical in the future, learners will likely expect a broader degree of freedom to engage in diverse learning experiences.
  • Individual real-time feedback. When a Playmaker School student submits an assignment online at 10:05 A.M., the teacher may well review it and provide a comment or further direction at 10:30, and the student then might ask a clarifying question at 10:40 and revise the assignment by 1:15—all of this on the New Roads Learning Tool. Facilitating such a level of interaction with subject-matter experts will require corporations in the future to rethink how they curate the learning conversation—one learner at a time—and link individual learning to group learning.

I left my meeting with Joe feeling hopeful and energized about opportunities to increase collaboration with educators around the world. Let’s take our own advice and collaborate across geographic, corporate, and political boundaries—because these are the good old days!”

Is your organization prepared for the next generation of workers? Leave your comments below.

 

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March 14, 2013

CUE to the Core: Technology Education Conference

March 14, 2013 | By | No Comments"> No Comments

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The Annual CUE Conference, March 14-16, 2013

We’re heading to the CUE conference this week in Palm Springs, one of the largest education technology conferences in the nation.  Part of our GameDesk mission is to make serious learning fun, and we believe that one way to do this is to give students access to modern 21st century learning tools.  CUE will present various sessions and panels that discuss technology innovations that can be used within the classroom to increase student achievement and support teachers and their curriculum needs.

We’re looking forward to meeting the thousands of educators, technology coordinators, and administrators who are building technology literacy into their communities in order to transform education.  A sneak peak of our new online education portal ReThink will also be there, and we can’t wait for these education Super Stars to check it out!

For more information about the conference please visit http://cue.org/annual

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March 11, 2013

MIT Media Lab Class: Open Learning

March 11, 2013 | By | No Comments"> No Comments

MIT Media Lab 5b-01TO JOIN: http://www.meetup.com/EducadeLA 

Join us on Monday, March 11, at 6:30pm at the GameDesk offices for the MIT Media Lab course Learning Creative Learning. We’ll watch the weekly seminar, complete the activities, and discuss the issues. We’ll extend our face to face sessions into the LCL #Group 309 on Google+ here: https://plus.google.com/u/0/communities/100433025127306569401

Week 5 of the course will focus on “Open Learning”  with insights from Audrey Watters and Benjamin Mako Hill.  

Check out the week’s readings here: http://learn.media.mit.edu/syllabus.html
and come prepared to discuss, debate, and ideate innovations!

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March 7, 2013

A Game Jam For Education

March 7, 2013 | By | No Comments"> No Comments

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By Lauren Wilson

Originally posted in Peninsula Press

At 7 p.m. Saturday night, the final gong sounds. Six weary but enthusiastic teams scramble to put finishing touches on their products – educational games aimed at teaching K-12 students subjects from financial planning to conflict resolution.

They are contestants in a GameJam, part of Stanford University’s Entrepreneurship Week and co-sponsored by Epicenter, an endeavor that coordinates faculty and student programs to promote entrepreneurship and innovation in engineering.

Hosted at the Hasso Plattner Institute of Design, the GameJam featured experts from design firm IDEO and GameDesk, a gaming research and development organization. The teams had10 hours to think of an idea for a brand new educational game and bring it to fruition. The event was part of GameDesk’s efforts to refresh and renovate the way people view the learning process.

“There’s a disconnect between what we call education and what I believe education really is which is to grow and deepen your understanding of how the universe works, how you can engage in it and who you are in it,” said Lucien Vattel, chief executive officer of GameDesk. He emphasized the effectiveness of all kinds of educational gaming from high tech to low tech to no tech.

Vattel also introduced Rethink, GameDesk’s free, online platform developed with AT&T. GameDesk hoped that some of the apps and games generated during the s GameJam could be good enough to be featured in the portal.

Each group had five to seven people, a mix of designers, educators, entrepreneurs, programmers and Epicenter student ambassadors from around the nation. Though GameDesk has hosted GameJams before, this was the first one to incorporate an entrepreneurial element. In addition to a product, teams were required to pitch business and marketing plans.

“We want to bring innovation and entrepreneurship into undergraduate engineering education worldwide and a great way is through games, right?” said Leticia Britos Cavagnaro, associate director of Epicenter. “Everyone loves playing.”

Throughout the day, the groups received feedback from IDEO and GameDesk experts. The biggest challenge the teams faced was embracing simplicity. Thanks to the time constraint, contestants needed to pick ideas that could feasibly be developed within the limitations. Still, some initially struggle to pare down complicated, abstract ideas.

“You’re not reinventing the wheel,” Vattel reminded them.

An explosion of multicolored post-its, Sharpies and empty coffee cups littered the six chaotic work stations. Gongs sounded each time the teams entered a new design phase progressing from brainstorming to prototyping to play testing. In the last quarter, Vattel added a twist – the teams could no longer use their whiteboards. They had to communicate their ideas through different mediums.

“Super, super, super stressed but it’s a good kind of pressure,” said contestant Maayan Yavne.

Over the course of the day, little scribbles on the whiteboard slowly transformed into real-life prototypes. In one corner, two teammates held up a poster board cut into the shape of a computer screen, representing their game, Aspire, the goal of which is to teach students fiscal smarts. Players pick a career path such as rock star and make monetary decisions. If they go to the movies with their friends, their happiness meter goes up but their bank account goes down. How to make money? Investing or booking gigs. The game’s goal is to find a balance.

Across the way, Pizza Posse’s giant tinfoil pizza sits on the floor with wooden poles draped across it. The objective? To teach school-aged kids how fractions work. Almost all the other participants in the GameJam are college age or older, except for the Pizza Posse’s creative director, Joe Casente, just 11 years old.

“I have a project that I’m doing on games and probability and so I just decided that I would like to come out here and design a game,” he said.

By 8:20 p.m., the contestants gathered in the d.school’s Studio One to present their demos. After deliberations, Aspire took the top prize, though each group received some sort of award.

While Pizza Posse didn’t come out on top, Casente said he has no regrets. The experience exceeded all his expectations: “It was definitely worth it.” Another perk: he got to stay up a full hour past his usual bedtime.

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March 4, 2013

MIT Media Lab Class: Powerful Ideas

March 4, 2013 | By | No Comments"> No Comments

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TO JOIN: http://www.meetup.com/EducadeLA 

Join us on Monday at 6:30pm at the GameDesk offices for the MIT Media Lab course Learning Creative Learning. We’ll watch the weekly seminar, complete the activities, and discuss the issues. We’ll extend our face to face sessions into the LCL #Group 309 on Google+ here: https://plus.google.com/u/0/communities/100433025127306569401

Week 4 of the course will dive into Powerful Ideas with a focus on the work of Alan Kay and Seymour Papert.

Check out the week’s readings here: http://learn.media.mit.edu/syllabus.html
and come prepared to discuss, debate, and ideate innovations!