SITE will be in Austin, TX March 5-9:
SITE 2012 is the 23rd annual conference of the Society for Information Technology and Teacher Education. Join with 1,200+ colleagues from over 50 countries in Austin, Texas!
This society represents individual teacher educators and affiliated organizations of teacher educators in all disciplines, who are interested in the creation and dissemination of knowledge about the use of information technology in teacher education and faculty/staff development. SITE is a society of AACE.
Attendees can participate virtually; there is a new call for virtual presentations. A new topic this year for teachers and school leaders is Teaching with Technology: Engaging Students Through 21st Century Learning. Games & Simulations remains a popular topic strand.
Here is the Call for Participation. Deadline is Oct. 21.
James Paul Gee over at Arizona State is renowned among educational gamers because he wrote what is widely considered to be the first scholarly book on educational applications of videogames: What Video Games Have to Teach Us About Learning and Literacy (2003). Recently, he keynoted the 4th annual Games, Learning, and Society Conference. Michael Abbott over at Gamasutra caught up with him and detailed the meat of his speech here. Some excerpts:
Gee sees the current U.S. educational system as inadequate to the task of addressing the problems of an increasingly complex world. He stated that “21st century learning must be about understanding complex systems,” and he believes many video games do a better job at this than the antiquated sender-receiver teaching model that dominates American classrooms.
Passion communities encourage and enable people of all ages to do extraordinary things. Gee believes the ‘amateur knowledge’ that arises from this immersive involvement often surpasses ‘expert knowledge,’ and cited fantasy baseball as an example.
Other highlights:
- Passion communities give users power and control, not necessarily money.
- He cites a young lady who learned PhotoShop in order to make better clothes for her Sims characters, later for avatars in Second Life. She remains uninterested in fashion, though, preferring computers because they empower her.
- Gee cited the game Portal, which could be construed as a parody of school life, as a means of allowing players tools to construct reality in the game’s environment. RL schools should be like this, Gee mused. “Education isn’t about telling people stuff, it’s about giving them tools that enable them to see the world in a new and useful way.”
- Complex games engender involvement in whole new ways for players. Mods allow players to manipulate the environment in ways they see fit. Mods are tools allowing players to put personal play theories to the test.
Abbot sums up:
Gee clearly situates video games within an overall theory of learning and literacy with genuine power to transform students and equip them to address complex problems.
References:
Abbot, M. (2008, July 14). Analysis: Games create ‘passion communities’ for learning. Gamasutra. [Online]. Available: http://www.gamasutra.com/php-bin/news_index.php?story=19389
Tags: 21st Century Learning, Arizona State University, ASU, Gamasutra, Games Learning and Society, GLS, James Paul Gee, Michael Abbott, passion communities
Educational Conferences, Game Discussion, Game Studies, Second Life, Serious Games, Sims, Theory, University Wisconsin, Video Game Research, Virtual Worlds, World of Warcraft | John Rice |
July 15, 2008 11:01 am |
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