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Brian Housand<br>East Carolina University<br><br>Angela Housand<br>University of North Carolina - Wilmington<br><br>Jennifer Troester <br>O’Neil Public Schools<br><br>Jillian Gates <br>Anchorage School District<br><br>Susan Jackson<br>The Daimon Institute for the Highly Gifted<br><br>In this highly interactive session participants will explore the social and psychological implications of living in a world with boundless technology opportunities. Using case studies and current research we will explore how to help students create balance, navigate digital environments safely, and advocate for their own well-being. This session addresses the tough questions facing teachers, parents, and administrators as they help students navigate a new world online: How do gifted students deal socially, emotionally, and intellectually with “constant connectivity”? How do teachers and parents bridge the digital divide to support gifted students while keeping them safe online?
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Brian Housand East Carolina University Angela Housand University of North Carolina -‐ Wilmington Jennifer Troester O’Neil Public Schools Jillian Gates Anchorage School District P. Susan Jackson The Daimon InsBtute for the Highly GiEed FOR HANDOUTS VISIT: hDp://bit.ly/techthat
How do you use technology and how do you use technology with your students?
Whiz Kids or Risk Kids
Internet Risks Content Risks Contact Risks Commercial Risks
Internet Risks Content Risks Commercial Risks Contact Risks ProvocaBve Content Wrong InformaBon InformaBon Overload
Internet Risks Commercial Risks Content Risks Contact Risks Online Contact Offline Contact Cyber Bullying Sexual SolicitaBon Privacy Risks
Internet Risks Commercial Risks Content Risks Contact Risks Online Contact Offline Contact Cyber Bullying Sexual SolicitaBon Privacy Risks
Internet Risks Content Risks Contact Risks Commercial Risks Commercial ExploitaBon Personal Data CollecBon
NegaBve Consequences of Unsafe Internet Behavior • Aggression • Fear • Symptoms related to Psychological Trauma • NegaBve Self-‐Image • IdenBty Confusion
NegaBve Consequences of Online Sexual SolicitaBon • EmoBonally Upset • Shame • Anxiety • Developed Stress Symptoms
Boys’ Exposure to Sexually Explicit Content May Effect Their • PercepBon of the role of sex in a healthy relaBonship • View of females as sex objects • AVtudes about Sex • Respect for females
NegaBve Consequences of Online Harassment or Cyberbullying • Felt Threatened • Stress • Anxiety • Severe Depression • Felt Less Safe
Shout Out! Give me a number between 1 and 10…
Parent Strategies? ? Review the Search History? ? Be Part of the Social Network? ? Centralized Location for ALL Technology? ? Limit time or earn time on the Internet?
Parent Strategies? ? Model the Behaviors you Expect to see? ? Make Connections – Online & Offline? ? The rules that apply to physical safety apply to virtual safety?
InformaJon Overload CogniBve oversBmulaBon that interferes with our ability to “think” (Toffler, 1970, p. 350)
Anxiety May Result Anxiety May Result??
Why Can’t Johnny Search?
Barriers to Information Literacy • Do not realize Internet does not have all of the answers • Have not learned to judge quality • Too many choices and too much information
“Every man should have a built-in automatic crap detector operating inside of him.”
NEW LITERACIES newliteracies.uconn.edu/
Teacher Strategy Explicit Instruction for Search Use Correct Spelling Use Root Words Use Boolean Logic Operators AND NOT OR
Teacher Strategy What About Kid Friendly Search Tools TekMom’s Search Tools Kids’ Search Tools (rcls.org/ksearch)
Barriers to Personal Safety • Cyberbullying activities are devoid of emotional feedback component • Willing to disclose personal information • Willing to send personal pictures • Engage in f2f contact after initial online contact
¢ Bruner, 1996, suggested: “education typically disregards learners' perspectives on knowledge and their understanding of their capacity for learning” ¢ What are the ways we can provide environments and educational strategies that engage gifted kids in understanding and directing their own learning in contemporary classrooms wherein growth, enquiry, and personally relevant education are the focus?
MINECRAFT is a game about placing blocks to build anything you can imagine. You, the player, will be dropped in a randomly generated world made out of cubes . . .
MINECRAFT The game starts by placing the player on the surface of a huge procedurally generated game world. The player can walk across the terrain consisting of plains, mountains, caves, and various water bodies. The game world is procedurally generated as the player explores it.
There are no spaceships, no lasers, no bullets, no armies, and no blood. In place of the fast-twitch first-person-shooter games dominating console and PC gaming is a construction oriented world set in primitive times that has captured the imagination of about 10 million free users and 3 million paid users worldwide. ( . . . more than $66M in revenue in less than two years.)
GAMEBASEDLEARNINGAND NEXTGENERATIONSOCIAL NETWORKING ¢ An approach to learning that is multi- sensory, reflective and collaborative ¢ Allows learners a safe, creative environment with many options for interaction and creativity. ¢ The simple structures (single blocks) means that it is relevant and meaningful because of what they can do, rather than some inherent element of the game.
Minecraft is a sandbox game: a virtual world that allows free-roaming with almost no artificial barriers where you build and create.
MINECRAFT’SEDUCATIONALUSE ¢ Can be used as a direct tool to address curricular based teaching and learning and replace some of the teaching materials that are in use right now. ¢ It is easy to use ¢ How do we wake the teachers’ interest in games? There is something incredibly compelling about this game.
MINECRAFT The game is focused on creativity and building, allowing players to build constructions out of textured cubes in a 3D world.
¢ Core gameplay revolves around construction. ¢ Game world made of cubical blocks arranged in a fixed grid pattern which represent different materials, such as dirt, stone, various ores, water, and tree trunks. ¢ Players move freely across the world, while objects and items can only be placed at fixed locations relative to the grid. ¢ Can gather these material "blocks" and place them elsewhere, thus potentially creating various constructions