1 / 17

Remixing Your LMC for Digital Youth

Remixing Your LMC for Digital Youth. A 21st Century Teaching Workshop Conducted by Bill Derry and David Bilmes Connecticut Association of School Librarians Jan. 31, 2009. Part II Led by David Bilmes. Gaming in the LMC (based upon information presented by Scott Traylor

shayla
Download Presentation

Remixing Your LMC for Digital Youth

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Remixing Your LMC for Digital Youth • A 21st Century Teaching Workshop • Conducted by Bill Derry and David Bilmes • Connecticut Association of School Librarians • Jan. 31, 2009

  2. Part IILed by David Bilmes • Gaming in the LMC (based upon information presented by Scott Traylor • Reference Books in the Digital Age • Other timely topics

  3. Let’s play a game! • “Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories. • Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. “ • Pew Internet & American Life Project • Teens, Video Games and Civics, Sept. 16, 2008

  4. More from the Pew Report • 97 percent of young respondents (ages 12-18) play video games • Half said they had played a video game within the previous day • Average age of video game player is 35; 5 years ago average age was 29 • 60% game players men; 40% women

  5. How can we bring games into our LMCs and classrooms? • Cost? • Educational value?

  6. Games to check out • Spore ($) • Little Big Planet ($) • Animal Crossing ($) • Portal (free flash version online)

  7. “Anyone who tries to make a distinction between education and entertainment doesn't know the first thing about either.” -- Marshall McLuhan

  8. A new movement • Serious Games Initiative

  9. Examples of Serious Games • Re-mission (free) • Ayiti (free) • Diner Dash (free online version) • Budget Hero (free) • Whyville (free online version)

  10. User-generated content • Scratch (free) • ItzaBitza: A magical drawing game for early readers ($20) • Kerpoof: Art-generated tool to make movies and pictures (free when used by educators in school) • StarLogo (free)

  11. It’s time to get creative!

  12. Reference Books in a Digital Age

  13. Portable Durable Familiar Collectible Inexpensive Shareable Collectible Limited format Environmentally unsound Takes 9 trees to publish a single book Returns add to costs Pros/cons of print

  14. Can be any length Multimedia Interactive Take up little space Easily updated Relies on electricity Sometimes hard to navigate Expensive Unclear business model Pros/cons of digital books

  15. Publishers trying to adapt

  16. Survey your teens Involve them in any online effort Join a social network Use texting and IM as part of outreach Be their guide Support efforts to unblock social media Talk about ethics, inappropriate use Encourage active reputation management Teach teens marketing literacy Identify trailblazers in field 10 tips to become a totally wired teacher-librarian Anastasia Goodman

More Related