Why game design is so powerful for learning...From the article:
Gaming literacy is literacy—it is the ability to understand and create speciﬁc kinds of meanings. As I describe it here, gaming literacy is based on three concepts: systems, play, and design. All three are closely tied to game design, and each represents kinds of literacies that are currently not being addressed through traditional education. Each concept also points to a new paradigm for what it will mean to become literate in the coming century. Together they stand for a new set of cognitive, creative, and social skills—a cluster of practices that I call gaming literacy.
For educators ready to try the idea of design thinking, you'll be glad to know it does not require extensive transformation of your classroom. That said, it can be a transformative experience for all involved.
The first role of trained infotention is to recognize whether or not multitasking, single-minded focus, or alert but diffused attention is the most appropriate mind-tool for the task at hand. However, for those many situations in which multitasking is either necessary or preferable or both, the most important question is whether -- and to what degree -- multitasking more effectively is a learnable skill. -- Howard
"Results showed that participants did much better at multitasking after training. Interestingly the benefits transferred to the untrained dual task. Brain training can thus be used to get better at multitasking!"
:"So think about this history of past Information Ages the next time you hear a pundit blame the Internet for distraction, multitasking, diluted memory, asocial behavior, shallowness, loneliness, isolation, intellectual dilution and so forth. It may be the World Wide Web, or something else. Socrates would have urged us to blame our distraction on the alphabet. . ."
"To get a better understanding of how focus and concentration work, I talked with Susan Perry, Ph.D, a social psychologist and writer for of the Creating in Flow Blog at Psychology Today. It's important to know what's happening in your brain when you're focused on something and what happens when you get distracted. From there we can look at minimizing those distractions and training your brain to focus better. After all, focusing is a skill and takes practice to develop."
"Richard Byrne is running a workshop on the use of backchannels, polling services, and informal assessment tools. In preparation for that workshop, he spent quite a bit of time putting together a 32 page PDF of ideas and directions for usingTodaysMeet, Socrative, and the updated version of Wallwisher. The end of the document includes some alternatives to each of those three tools." | via FreeTech4Teachers
How do people learn, and how can they do it better in a constantly evolving context? These six channels are powerful players in how learners make meaning: identifying, decoding, evaluating, and sharing fluid media and information.
"The process of combining more primitive pieces of information to create something more meaningful is a crucial aspect both of learning and of consciousness and is one of the defining features of human experience. Once we have reached adulthood, we have decades of intensive learning behind us, where the discovery of thousands of useful combinations of features, as well as combinations of combinations and so on, has collectively generated an amazingly rich, hierarchical model of the world. Inside us is also written a multitude of mini strategies about how to direct our attention in order to maximize further learning. We can allow our attention to roam anywhere around us and glean interesting new clues about any facet of our local environment, to compare and potentially add to our extensive internal model."
"Educator Jaime McGrath and designer Drew Davies explain how to create a 'classroom of imagination' by turning lessons into design problems and giving students space to be creative in this Tedx video. Research indicates it’s possible that 65 percent of students today will end up doing jobs that haven’t been created yet. McGrath and Davies argue that school needs to keep up with the times by promoting creativity, entrepreneurship, design thinking and hands on skills. McGrath’s experience teaching design problems has convinced him that the approach includes all learning styles, brings the best of project-based learning, encourages cooperation and integrates subject matter horizontally. But mostly, McGrath and Davies are impressed at the cool stuff kids design." | via MindShift
Hybrid Pedagogy is an academic and networked journal on teaching and technology that combines the strands of critical and digital pedagogy to arrive at the best social and civil uses of technology and digital media in the classroom.