epiphany project-basic

25
Epiphany Project By Jill Donnel TCH 579

Upload: jadonne21

Post on 13-Apr-2017

171 views

Category:

Education


0 download

TRANSCRIPT

Page 1: Epiphany project-basic

Epiphany ProjectBy Jill Donnel

TCH 579

Page 2: Epiphany project-basic
Page 3: Epiphany project-basic
Page 4: Epiphany project-basic

A constructivist view of learning espouses “the value of posing problems of emerging relevance to learners” (Brooks & Brooks, 1999, p. 35).

Page 5: Epiphany project-basic
Page 6: Epiphany project-basic

The question is: In the twenty-first century, how do we cultivate the imagination? (Thomas & Brown, pp. 19 and 20)

Page 7: Epiphany project-basic

How do we know that our students “know”? What assessments are we using?

Page 8: Epiphany project-basic

“…smart kids have long known not to let schooling get in the way of their education” (Jenkins, 2004).

Page 9: Epiphany project-basic
Page 10: Epiphany project-basic
Page 11: Epiphany project-basic

Hear James Gee:Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling (Gee, 2005, p. 211).

Page 12: Epiphany project-basic
Page 13: Epiphany project-basic

“Whether in media production, game play, or other mediated contexts, opportunities to experiment, play, and fail with minimal consequence can support young people in developing problem-solving skills and learning to use resources wisely and creatively” (Ito, et al. 2007, p. 62).

Page 14: Epiphany project-basic
Page 15: Epiphany project-basic
Page 16: Epiphany project-basic

“The game does not just teach programming; it cultivates citizenship” (Thomas & Brown, p. 22).

Page 17: Epiphany project-basic

Hear Horst, Herr-Stephenson, and Robinson:

As with looking around, the social dimensions of experimentation and play are important, as peers are able to scaffold experiences for one another based on experience and the results of previous experimentation (Ito, 2007, p. 62).

Page 18: Epiphany project-basic

“…knowledge can be built by groups of people, over a global network, using self-regulated norms” (Ilon, 2011, p.4)

Page 19: Epiphany project-basic
Page 20: Epiphany project-basic

“Members of a collective intelligence would not simply gather, master and deploy pre-existing information and concepts. Instead, they would work with the collected facts and viewpoints to actively author, discover and invent new, computer-fueled ways of thinking, strategizing, and coordinating” (McGonigal, 2004, p.1).

Page 21: Epiphany project-basic

• A game-player makes decisions based on “trial-and-error behaviors that eventually lead to a solution”, a problem-solving strategy that closely aligns with Thorndike’s theory of learning that suggests that “success occurs incrementally as a function of the trial-and-error attempts to solve the problem” (Bruning, Schraw, Norby, & Ronning, 1999, p. 163)

Page 22: Epiphany project-basic
Page 23: Epiphany project-basic
Page 24: Epiphany project-basic

ReferencesBrooks, J.G., & Brooks, M.G. (1999). In search of understanding: The case for constructivist classrooms. Alexandria, VA: Association for Supervision and Curriculum Development.Bruning, R.H., Schraw, G.J., Norby, M.M., & Ronning, R.R. (1999). Cognitive psychology and instruction (4th edition). Columbus, OH: Pearson.Gee, J.P. (2005). Pleasure, learning, video games, and life: the projective stance. E-Learning, 2(3), 211-223. Ilon, L. (2011). How collective intelligence redefines education (Research Report No. 2012:99). Retrieved from isutch579 website:

http://isutch579.pbworks.com/w/file/fetch/91001574/How%20Collective%20Intelligence%20Redefines%20Eductation.pdf

Page 25: Epiphany project-basic

Ito, M., Baumer, S., Bittanti, M., Boyd, D., Cody, R., Herr-Stephenson, B…Tripp, L. (2007). Hanging out, messing around, and geeking out: Kids living and learning with new media. London, England: The MIT PressMcGonigal, J. (2004). Why I love bees: A case study in collective intelligence gaming. Unpublished manuscript.Thomas, D., & Brown, J.S. (n.d.). A new culture of learning: Cultivating the imagination for a world of constant change. Retrieved from http://www.newcultureoflearning.com/newcultureoflearning.pdf