collab teach learning day11

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  • 1.Collaborative Teaching & Learning
    • 25 thNovember 18 thDecember 2009
  • Instructor: Deborah Elzie, Instructional Designer, Tulane University, Payson Center for International Development / Innovative Learning Center
  • TA: Mike Bagorozi Ndimurukundo. IT Manager, Tulane University/Rwanda Country Office

Interaction in the Classroom 2. Play

  • Play the capacity to experiment with ones surroundings as a form of problem-solving
  • Lowers emotional stakes of failing
  • Learn through trial and error
  • Die and do over.
  • Gee (2003) notes the textbook is often depersonalized and the abstract prosemay make children sometimes feel locked out of the worlds. This may also be true of those who are new to a discipline.
  • Players move through game worlds. Players feel a part of those worlds and have some stake in the events unfolding.

3. Play

  • Further Reading:
  • Randy Pausch : Innovative Computer Scientist at Carnegie Mellon
  • Alice a computer software for teaching students computer science interactive 3D programming
  • Storytelling Alice(created by Caitlin Kelleher) for younger students interesting to explore high-level animations that enable users to program social interactions between characters.

4. Play - Games/Experience

  • Learning through direct experience via a game.
  • Digiplay Initiative http://digiplay.info
  • Try Engineering -http://www.tryengineering.org/play.php
  • RoboCup 2010http://www.robocup2010.org

5. Play

  • Google Sketchup 3D modeling softwareexample model
  • 3d Warehouse
  • What other examples of play have you found in your Web experiences?

6. Performance

  • Ability to adopt alternative identities for the purpose of improvisation and discovery
  • Virtual Worlds
  • Second Life& Virtual Worlds for Academic Healthcare & Education
  • Further Reading:
  • Parker, Jan (2009).Academics' virtual identities . Teaching in Higher Education, 14(3), pp. 221224.

7. Storytelling

  • The Creative Process: AComputer Model of Storytellingand Creativity

8. Simulation

  • Ability to interpret and construct dynamic models of real-world processes

9. Transmedia Navigation

  • Ability to follow the flow of stories and information across multiple modalities

10. Negotiation

  • Ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.

11. Participatory Literacy Skills

  • Play the capacity to experiment with ones surroundings as a form of problem-solving
  • Performance the ability to adopt alternative identities for the purpose of improvisation and discovery
  • Simulation the ability to interpret and construct dynamic models of real-world processes
  • Appropriation the ability to meaningfully sample and remix media content
  • Multitasking the ability to scan ones environment and shift focus as needed to salient details
  • Distributed Cognition the ability to interact meaningfully with tools that expand mental capacities
  • Collective Intelligence the ability to pool knowledge and compare notes with others toward a common goal
  • Judgment the ability to evaluate the reliability and credibility of different information sources
  • Transmedia Navigation the ability to follow the flow of stories and information across multiple modalities
  • Networking the ability to search for, synthesize, and disseminate information
  • Negotiation the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.
  • Jenkins, H., Clinton, K., Purushotma, R., Robison, A. & Weigel, M. (2006)

12. Forms of Participatory Culture

  • Affiliations memberships, formal and informal, in online communities centered around various forms of media, such as Friendster, Facebook, message boards, metagaming, game clans, or MySpace).
  • Expressions producing new creative forms, such as digital sampling, skinning and modding, fan videomaking, fan fiction writing, zines, mash-ups).
  • Collaborative Problem-solving working together in teams, formal and informal, to complete tasks and develop new knowledge (such as through Wikipedia, alternative reality gaming, spoiling).
  • Circulations Shaping the flow of media (such as podcasting, blogging).
  • Note: Interactivity (H. Jenkins, 2006a) is a property of the technology, while participation is a property of culture.
  • Gee (2004) -informal learning cultures affinity spaces