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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    !"#$%&

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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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    !"#$%$ '(

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    6.;9>9"=?

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    9" 95 : 5I:

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    9N G*A -%$

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    ,:C$ N*% G*A

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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.