video games and gifted.pdf
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bit.ly/
nagc2013
BRIAN HOUSAND, PHD
brianhousand.com
V I D E O G A M E SA N D G I F T E D K I D S
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nagc2013
brianhousand.com
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My life as a gamer.
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10,000
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1) Active, Critical Learning Principle
2) Design Principle
3) Semiotic Principle
4) Semiotic Domains Principle
5) Meta-level thinking about Semiotic Domain Principle
6) "Psychosocial Moratorium" Principle
7) Committed Learning Principle
8) Identity Principle 9) Self-Knowledge Principle
10) Amplification of Input Principle
11) Achievement Principle
12) Practice Principle
13) Ongoing Learning Principle
14) "Regime of Competence" Principle
15) Probing Principle
16) Multiple Routes Principle
17) Situated Meaning Principle18) Text Principle
19) Intertextual Principle
20) Multimodal Principle
21) "Material Intelligence" Principle
22) Intuitive Knowledge Principle
23) Subset Principle
24) Incremental Principle
25) Concentrated Sample Principle
26) Bottom-up Basic Skills Principle
27) Explicit Information On-Demand and Just-in-Time Principle
28) Discovery Principle
29) Transfer Principle
30) Cultural Models about the World Principle
31) Cultural Models about Learning Principle
32) Cultural Models about Semiotic Domains Principle
33) Distributed Principle
34) Dispersed Principle35) A"nity Group Principle
36) Insider Principle
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LEVEL ONE:
ANALYSIS
OF PLAY
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PROBLEM
SOLVING
SKILLS &NEGOTIATION
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JUDGEMENT,
ANALYSIS, &
STRATEGICTHINKING
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COMMUNICATION
SKILLS &
NETWORKING
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NARRATIVE
SKILLS &TRANSMEDIA
NAVIGATION
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IMPROVED
ATTENTION,
VISION, AND
COGNITION
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Action video game playing is associated with improved visual sensitivity, but not alterations in visual sensorymemory," L. Gregory Appelbaum, Matthew Cain, Elise Darling, Stephen Mitroff. Attention, Perception &
Psychophysics, June, 2013. DOI - 10.3758/s13414-013-0472-7
"Gamers see the
world differently.
"They are able to extract
more information from avisual scene."
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STOP
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Lev Vygotsky
17 November 1896
11 June 1934
Zone of proximal
development
social construcitivism
play theory
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ZONE OF
PROXIMALDEVELOPMENT
MORE
KNOWLEDGEABLEOTHER
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In play, children areinvolved in an
imaginary situation,
with explicit rolesand implicit rules.
VYGOTSKY
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!"#$ &'# (#)*
OBJECTIVESRULES OBSTACLES
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This leads to a greaterdegree of self-regulation,
the children's actionsbeing determined by the
rules of the game.
VYGOTSKY
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Games are the most elevated form of investigation.
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When involved in play,
children's concentration
and application to the
task are much greater
than in academically-
directed activities
contrived by the teacher.VYGOTSKY
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What the child is ableto do in collaboration
today he will be able to
do independently
tomorrow.
VYGOTSKY
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Miles Dyer
DECEPTIVELY SIMPLE
ADDICTIVE
NOT YOUR CHOICE WHEN YOU PLAY
CHALLENGING FOR ALL THE WRONG
REASONS
SINISTER MUSIC
COMPETITION WITH FRIENDS
MAKES YOU A SPAMMER$$$
THERE IS NO END
REALITY
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STOP
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What We Dont Know, and What We Need to Know, About the Effects of Video Game Violence
by Cheryl K. Olson, Sc.D.
bit.ly/vg-violence
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LEVEL TWO:VIDEOGAMES
IN THE
C lASSROOM
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Vid h
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Video games teach
children what computersare beginning to teach
adults--that some forms oflearning are fast-paced,
immensely compelling,and rewarding.
- Seymour Papert
Th f h h
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The fact that they are
enormously demanding ofone's time and require new
ways of thinking remains asmall price to pay (and is
perhaps even anadvantage) to be vaulted
into the future. - Seymour Papert
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Not surprisingly,
by comparison school strikes
many young people asslow, boring, and frankly
out of touch.
- Seymour Papert
REAL
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REALGAMES
VS.EDUCATIONAL
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Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
COMPUTE
R
USE
INTERNE
T
USE
CELL
PHONE
USE
VIDEO
GAME
PLAY
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Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.
CREATIVITYVIDEO
GAME
PLAY
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LEVEL THREE:
GAME DESIGN
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CONSUMERS
PRODUCERS
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teachwithportals com
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teachwithportals.com
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"#
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www.roblox.com
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gamestarmechanic.com
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stemchallenge.org
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www.truthandtrolls.com
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www.pinkiesquare.com
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BAD NEWS:
The video gameindustry can be
fairly competitive.
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GOOD NEWS:
The video gameindustry continues
to grow.
O
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1BILLI
O
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EDUCATION
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EXPERIENCE
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OPTION ONE:PROFESSIONAL GAME PLAYER
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OPTION TWO:DESIGN YOUR OWN GAME
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OPTION THREE:CREATE AN ADD-ON OR MOD
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OPTION FOUR:BE INVOLVED IN A GAME
COMMUNITY
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DESIGN SENSE
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CREATIVITY
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COMMUNICATION
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PASSION
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DESIGN SENSECREATIVITY
COMMUNICATION
PASSION
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Education must beorientated not towards
the yesterday of a child'sdevelopment, but
towards its tomorrow.