experiential learning with games and social media by peter depietro
DESCRIPTION
More and more, instructors are integrating social media into curriculum to engage students and prompt collaborative learning. The popularity of social media in class sessions is gaining, and the use of conventional technology such as computers, laptops, etc. in certain disciplines of study is waning. Social media Websites have become assets in the classroom for some educators, me included. The main reason for the popularity of social media in the classroom, I believe, is the collaborative nature of social media platforms. Social media is a useful way of connecting students, one that is easily available and affordable. In most cases social media is free, making it cost-effective. All that is required is a computer or computing device, an Internet connection, and a browser. In "Experiential Education with Social Media," I present a case study I conducted using Facebook in an undergraduate electronic media course at the University of Cincinnati. Did Facebook serve my pedagogical objectives of involving students with content first and technology second? It did.TRANSCRIPT
EXPERIENTIAL LEARNING
PETER DEPIETRO
WITH GAMES AND SOCIAL MEDIA
WHAT IS A ? GAME
? COMMUNICATIONS MEDIUM
? EDUCATIONAL TOOL
? WAY TO MOTIVATE
YES
ENGAGE THE PLAYER !
KEY ELEMENTS
GAME DESIGN
CORE MECHANICS INTERACTIVITY STORYTELLING
KEY ELEMENTS
1 CORE MECHANICS
HOW ?
THE POWER OF GAMES
CHOOSERS AND
CHOOSEES
CASE STUDY:
LEARNING BY PLAYING GAMES
2 INTERACTIVITY
WHY ?
ACTIVITY THEORY
EMOTIONAL BENEFIT
PRACTICAL BENEFIT
BALANCE
EMOTIONAL PRACTICAL
FAIR
GAME BALANCE
RESULTS
LEARNING BY PLAYING
WHAT IS SOCIAL
? MEDIA
? COMMUNICATIONS MEDIUM
? EDUCATIONAL TOOL
? WAY TO MOTIVATE
YES
SOCIAL MEDIA AND
COLLABORATIVE LEARNING
CASE STUDY:
INTERACTING WITH LITERATURE ON
LOGO PRESENTED FOR EDUCATIONAL, NON-COMMERCIAL USE ONLY
SOCIAL MEDIA
EXPERIENTIAL LEARNING
ENGAGE THE STUDENT !
READ BLINK PONDER THE TEXT TAKE EXAM ON FACEBOOK
KEY ELEMENTS
CREATE A UNIQUE ACCOUNT FRIEND THE PROFESSOR POST A REPRESENTATIVE PHOTO BRING REQUIRED LAPTOP
EXAM SETUP
15 (OF 30) STUDENTS 3 STUDENTS ANSWER QUESTION BY POSTING ON PROFESSOR’S FACEBOOK WALL
EXAM PHASE I
CONT.
3 ADDITIONAL STUDENTS LIKE THE ANSWERS THEY BELIEVE TO BE CORRECT AND ADD COMMENT
EXAM PHASE I
15 (OF 30) STUDENTS 1 STUDENT ANSWERS QUESTION BY POSTING TO WALL 14 STUDENTS LIKE THE ANSWER IF CORRECT
EXAM PHASE II
RESULTS
LEARNING BY INTERACTING
MOVING FORWARD
EXPERIENTIAL LEARNING
PUSH
BOUNDARIES OF TECHNOLOGY IN
EDUCATION
INVENT
NEW TEACHING PROCESSES
`
INTEGRATE
TECHNOLOGY WITH PROCESSES
`
PRODUCE
MEANINGFUL, CONSEQUENTIAL,
INNOVATIVE...
EXPERIENTIAL LEARNING
EXPERIENTIAL LEARNING
PETER DEPIETRO
WITH GAMES AND SOCIAL MEDIA