Keynote Notes #1 ACEC 2012
Conference: Australian Computers In Education Conference
Location: Perth Western Australia
Date: 1-5th October
Reported by: Mark
Key Note delivered by : Sasha Barab
Keynote subject: Videogames and Transformational Play - Learning in the 21st Century.
(posting and editing live- keep returning for updates)
http://acce.edu.au/ Conference organising group
#acec2012 Twitter backchannel
Complex 'if then/ and or' decision trees.
Power and potential locked up in exisitng commercial games.
Some of the barriers from parents (teachers) around around them not wanting more game play. One idea is providing parents with a feed about the narrative that is ocuring wihin the games and possible discussion entry points.
Games as a service not as a product.
Showed a new game based on Quest Atlantis platform. Its about using evidence to support arguments.
Game Play shouldnt be about following lists.
Recognise the tension between teachers/ designers/ learner experience.
A teacher can log in during Quest Atlantis Game play and view what the students are doing, with whom. Teachers can mark, provide feedback, view and embed data.
Teacher can curate information to maximise the learning experience of the gameplay eg key decisions made
Microsoft exploring Parent Interface for XBOX 360
Provided a live walkthrough of the immersive 3D game. There is a persuasive argument tool that they collect information to support.
Games as Service
"Pushing out as opposed to inviting in (invitation as a contract)"
Sasha talked from some game screen shots:
Looked at game types: Role Playing, Complex Problem Solving (Pokemon), Ethical Dilemma (Fable), Emergent Collective Action(WOW), Real World Action (Runkeeper), Restoring Balance, Civic Engagement (iCivics), Crowd Sourcing Science (Foldit), Exploring Possble Selves (Sims), Building with Portals, Systems Thinking Gamestar Mechancs, Transformational Play
Note to self :Steam for Teachers
There is a diverse and rich palette of games.
Pokemon: Explore the narrative about salvery (never thought of that!)
Why I use games in classrooms?
Entire worlds in which learners are central, important, active participants;
A place where the actions one takes has a significant impact on the world.
A place where what you know is diretly related to what you are able to do and ultimately who you become.
Profiles of Next Generation Learning: Video about Quest Atlantis.
Over and Out
https://docs.google.com/document/d/1iuHGqP5K8r2WFQxV2f6yIi7eqi6iDc9X3BaWi9rNnW4/mobilebasic?pli=1 Google Doc where participants have added websites by category.
https://docs.google.com/presentation/d/1FA4C9jYYxXIMrXtNeIiPEnwFEoRVgORVEZ2KYJp8_P0/mobilepresent More shared material from ACEC2012
Quick notes from Neil Selwyn from UK 'Cautionary Tales from UK'
Speaker from UK was discussing the huge hype in coding and
programming in primary and secondary schools in UK—if you like the ‘understanding
whats under the hood’
Kids building little robots (Hello World?)
Code of Dojo etc
I must have noted these for a reason
Talk of ‘computer hubs’ rteurning for programming and doing
the stuff that a tablet can’t