Archive

Presentation & Publications




http://terpodcast.com/2014/09/22/ter-031-virtual-worlds-in-education-21-september-2014/
https://docs.google.com/document/d/1yIR_YNxD9w0VtY2_0RCfxTq11mhg6EucbwofMzQ6T3w/edit
http://macict.webfactional.com/professional-learning/epic-learning/
http://www.trybooking.com/Booking/BookingEventSummary.aspx?eid=97344
http://youtu.be/KRwdKM0LJ-8




Carolyn Bliesener: students try styles of government in Minecraft
http://technologyandlearning.edublogs.org/2014/08/12/carolyn-bliesener-students-try-styles-of-government-in-minecraft/


http://sigve.weebly.com/minecraft-and-more-reveiw-and-resources.html
http://youtu.be/MimeFUePk4c














Epic Leadership: Beyond the Hype of Gamification 2013

[Other Program Events : Forum/Summit/Symposium]

Sunday, 6/23/2013, 9:00am–12:00pm, Grand Hyatt Texas Ballroom A

Jane McGonigal, New York Times Best Selling Author
Recently, gamification in education has been a trend characterized by two very different perspectives. Some see engagement, concentration and collaboration, while others see isolation, social dysfunction and addiction. This interactive, 3-hour session will dispel the myths surrounding gaming, draw clear connections between games and learning, and give attendees practical examples of this pedagogical approach happening right now in schools all over the world. A combination of experiential learning, presentations from gaming experts, and a special appearance by ISTE 2013 opening keynoter, Jane McGonigal, this session will explore gamification from a leadership perspective and will demonstrate how games can help us create rich, dynamic, and challenging learning environments. (enter code "lead" when registering on Special Events page.) Sponsored by Autodesk.


Minecraft: Learning Blocks! external image calendar_icon_orange.gif Add Item to Planner
[Concurrent Session : Lecture]

Tuesday, 6/25/2013, 10:30am–11:30am, SACC 217A

Marianne Malmstrom, The Elisabeth Morrow School
Learn how students in grades 3-8 are constructing their own learning spaces, one block at a time, in school and beyond. Recommended by ISTE's SIGOL, SIGIS, SIGVE
Evaluate this session


Theme/Strand:
Digital-age Teaching & Learning—Virtual Environments




E-mail:
knowclue@mac.com
Primary URL:
http://morrowcraft.wikispaces.com/home

Purpose & Objectives
There is growing evidence that playing games can develop an array of skills and competencies identified as essential in today's world. Of course, some games lend themselves better to this task than others. The crème de la crème of these games go even further and inspire engagement beyond the actual game itself. Dr. James Paul Gee refers to this as the "Big G" or the community that grows up around a game. He maintains that the real 21st century literacies are embodied in these affinity spaces where learning is intrinsically motivated. When students are offered these kinds of spaces in school, magic happens. Traditional learning paradigms are shattered as students drive the learning forward and teachers run to keep up!

Minecraft is one such game!
The Elisabeth Morrow School has been constructing a student driven Minecraft curriculum since April 2011. Programs include curricular projects (grades 2-8), after school classes, school socials and summer camp. At the center of all program design is play, lots and lots of play! In fact, the school runs 24/7 server so students have a safe place to play from home.
This presentation will highlight how essential 21st century skills are being developed as students work and play in Minecraft. Students will join us remotely to share some of their favorite projects.
Essential 21st Century skills:
Learning Autonomy

Peeragogy
Creativity
Problem solving
Game design
Communication
Collaboration
Community
Citizenship

Outline
Introduction to Minecraft & what makes it the perfect multiplayer online platform for schools
Driving philosophy of play before curriculum design
How students have driven our program forward
Highlights of program success & corresponding 21st century skills
Students sharing (remotely) their favorite projects
Recommendations with respect to replicating the success of our programs
Q&A with participants

Supporting Research
“Connectivism & Affinity Spaces,” by James Paul Gee http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/ “A space can be more or less of an affinity space and can possess degrees of the characteristics. It is not a binary, prescriptive list. The theory then is that if we incorporate these ideas into our educational environments, we can help forge more cohesiveness, autonomy, and, in the end learning.”--Gee
Games4Change 2012 Keynote - Dr. James Paul Gee: http://new.livestream.com/g4c/jamespaulgee/videos/1582944
“What does ‘safe’ really look like in a digital age?” http://www.netfamilynews.org/?p=31347
Jane McGonigal’s research (and TED Talk): http://www.netfamilynews.org/?p=30084
Hanging Out, Messing Around & Geeking Out: Kids Living & Learning with New Media http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889 - Chapter 5: Gaming
DML 2012 Keynote - John Seely Brown: http://youtu.be/SoRV0BEwvEU
“Crafting a Solution - considering Minecraft in school”: http://youtu.be/vkLpNUmFekc
Morrowcraft Parent Information: http://morrowcraft.wikispaces.com/Parents
Minecraft in School: http://minecraftinschool.pbworks.com/w/page/37244189/FrontPage
Massively Minecraft: http://massivelyminecraft.org
Connectivism: http://www.connectivism.ca/?p=116
Peeragogy: http://www.rheingold.com/vc/book/intro.html)
Peeragogy: http://dmlcentral.net/blog/howard-rheingold/toward-peeragogy
Peeragogy: http://peeragogy.org
Presenter Background
Marianne Malmstrom, aka Knowclue, is a recognized leader in the use of virtual environments and digital multimedia resources in education. A technology teacher at The Elisabeth Morrow School, she has 30 years experience as a classroom teacher and administrator. In 2011, Marianne was selected by the National Association of Independent Schools (NAIS) as part of its Teachers of the Future Program. Over the past ten years, Marianne has worked with colleagues to develop a school-wide multimedia program that has received international recognition including awards from both WNET’s Celebration of Teaching & Learning and Flat Classroom Project’s NetGen Project.
Experience:
Since early 2008, Marianne Malmstrom has been developing curriculum using a variety of virtual worlds and multiplayer online games (MOGs) for elementary and middle school students. Platforms have included: Second Life, ReactionGrid, JokaydiaGrid, Quest Atlantis, LEGO Universe, World of Warcraft, Portals and Minecraft.
Previous presentations:
The Games+Learning+Society Conference 2012

“Expanding the Conversation: How does playing online games foster safety?: - Anne Collier, Marianne Malmstrom, Bron Stuckey http://www.glsconference.org/2012/session.php?sessionId=99 video archive: http://events.mediasite.com/Mediasite/Play/46c10d3acaa140adb001a96aad797d2c1d?catalog=4fc740c3-f691-4b2d-824f-6d7df99fee1e
Games in Education Conference 2012

1.) “Expanding the Conversation: How does playing online games foster safety?” Anne Collier, Marianne Malmstrom, Bronwyn Stuckey, Peggy Sheehy, Lucas Gillispie http://gamesineducationsymposium2012.sched.org/event/53aec08e59e74aa4fe90c9f0035369ce#.UGpm8M0aAmQ

2.) MMOGs & Virtual Spaces That Inspire Student-Driven Learning” Marianne Malmstrom http://gamesineducationsymposium2012.sched.org/event/2552c75138082fb636a0c6cb3dc1ca2e#.UGzwgs0aAig
A Platform for Good

“Game to Learn”: http://aplatformforgood.org/teachers/blog/entry/game-to-learn
The Apple Tree

"Game to Learn" (full article) http://knowclue.wikispaces.com/file/view/Game%20to%20Learn.pdf
It Takes a Guild: A Guild of Educators

Episode 2: Marianne Malmstrom http://youtu.be/EhKFpsmtEl8
Virtual Worlds Best Practices 2012 Keynote

“Epic Win, Epic Fail” http://business.treet.tv/shows/bpeducation/episodes/bpe2012-058






Playing It SAFE: Modeling and Practicing Citizenship through Play 2013

[Concurrent Session : Panel]

Tuesday, 6/25/2013, 12:15pm–1:15pm, SACC 212

Marianne Malmstrom, The Elisabeth Morrow School with Anne Collier, Lucas Gillipie, Peggy Sheehy and Bronwyn Stuckey
Discover how guided learning in multiplayer games and digital environments develops literacy, safety, and citizenship by allowing teachers and students to model and practice together. Recommended by ISTE's SIGGS, SIGVE
Evaluate this session


Theme/Strand:
School Improvement—Educational Visions




E-mail:
knowclue@mac.com
Primary URL:
http://knowclue.wikispaces.com/Playing+It+SAFE

Purpose & Objectives
Purpose:
For the same reason that it’s impossible to teach cooking without a kitchen or swimming without a pool, digital citizenship and all other digital disciplines need digital environments in which to be taught and practiced. Educators need digital environments – games, virtual worlds, wikis, blogs, and other collaborative digital spaces – where they and their students can model, teach, and practice digital citizenship, literacy and safety together. Just as educators have seen with media literacy for generations, these things are best learned through practice. This panel will demonstrate how that’s done in Minecraft, World of Warcraft and other multiplayer online games. We will also demonstrate how learning in digital environments teachers “real life” lessons and skills and is a dynamic process that can’t be packaged into educational products of lessons plans and tech how-to’s.
Objectives:
This panel will challenge commonly held misconceptions about digital dangers and demonstrate how to really keep children safe online through the development of digital literacy, media literacy, and social literacy, the building blocks of citizenship in a digital age.
We will focus on the following two recommendations made to Congress in the Youth Safety on a Living Internet: Report of the Online Safety and Technology Working Group:

1.) Avoid scare tactics and promote the social-norms approach to risk prevention.

2.) Promote digital citizenship and new media literacy in pre-K-12 education as a national priority.
We will discuss what it means to promote a social-norms approach in the classroom.
We will discuss why citizenship is one of the best sources of safe behavior online.
We will make the case that “practicing” is the most successful strategy in helping students develop strong citizenship and safety skills online as well as offline. We will further challenge the notion that we even need to delineate between the two, as technology has become so completely embedded in our lives.
We will make a case for developing hands-on programs in early elementary grades. We will share evidence that students as young as eight are playing multiplayer online games and using social media tools to communicate outside of the games. Some of these students are even setting up and sharing their own game servers at home.
We will share which multiplayer games and digital environments are specifically suited for this kind of learning.
We will demonstrate how developing programs in school that incorporate the same digital platforms that children use at home is an outstanding way to partner with parents. All stakeholders (parents, teachers and students) need to work together if we are to keep learning relevant and help students develop the skills and strategies they need to be civil, safe, and successful in today’s networked world.
We will discuss how the lines between traditional school hours and home are blurring as learning in these spaces are available 24/7. We will make a case for schools sponsoring safe digital play spaces after school.
Outline
Moderator: Anne Collier

Panelists: Bronwyn Stuckey, Peggy Sheehy, Lucas Gillispie, Marianne Malmstrom
Format:
1.) Introduction & context - trends in safety, citizenship, and how kids are using digital media outside of school
2.) Panelists on why they adopted multiplayer online games and/or virtual worlds for learning
3.) What panelists have observed with respect to how community norms are set in these spaces and what that means in terms of “teaching” citizenship and safety
4.) Given their experience, panelists’ recommendations with respect to replicating the success of their programs
Q&A with participants

Supporting Research
“Youth Safety on a Living Internet: Report of the Online Safety and Technology Working Group,” June 4, 2010 http://www.ntia.doc.gov/legacy/reports/2010/OSTWG_Final_Report_070610.pdf
“What Net safety can learn from digital game design” http://www.netfamilynews.org/?p=31394
“What does ‘safe’ really look like in a digital age?” http://www.netfamilynews.org/?p=31347
Jane McGonigal’s research (and TED Talk): http://www.netfamilynews.org/?p=30084
“How social networks can be protective”: http://www.netfamilynews.org/?p=28617 on Reality Is Broken, by Jane McGonigal
Hanging Out, Messing Around & Geeking Out: Kids Living & Learning with New Media http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889 - Chapter 5: Gaming
“Connectivism & Affinity Spaces,” by James Paul Gee http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/ “A space can be more or less of an affinity space and can possess degrees of the characteristics. It is not a binary, prescriptive list. The theory then is that if we incorporate these ideas into our educational environments, we can help forge more cohesiveness, autonomy, and, in the end learning.”--Gee
Games4Change 2012 Keynote - Dr. James Paul Gee: http://new.livestream.com/g4c/jamespaulgee/videos/1582944
DML 2012 Keynote - John Seely Brown: http://youtu.be/SoRV0BEwvEU
Connectivism: http://www.connectivism.ca/?p=116
Peeragogy: http://www.rheingold.com/vc/book/intro.html)
Peeragogy: http://dmlcentral.net/blog/howard-rheingold/toward-peeragogy
Peeragogy: http://peeragogy.org
Presenter Background
MODERATOR: Anne Collier: Co-Director of ConnectSafely.org and Executive Director of Net Family News, Inc.; former co-chair, Online Safety & Technology Working Group (national task force under the Obama administration); co-author of parents’ guides to MySpace (2006), Facebook and Google+; contributor to books on cyberbullying and parenting in digital times; blogs at NetFamilyNews.org
PANELIST: Bronwyn Stuckey: Bronwyn has been engaged in educational community and games in learning development for the past 12 years from her doctoral study of 12 successful online communities through to designing and facilitating communities of practice and coaching with Etienne Wenger. She has worked to explore virtual worlds, games in learning and how we can cultivate identity, agency, citizenship, leadership, and community for students and teachers. Her role in the global communities of Massively Minecraft and Quest Atlantis has lead to some breakthrough understandings about how digital citizenship needs to be treated as a lived curriculum.
PANELIST: Peggy Sheehy: Peggy Sheehy has forged an ongoing mission to reach kids where they are, to reintroduce the concept of playing to learn and learning to play, and to investigate the role of new tools and venues in that pursuit. An educator for 15 years, Peggy's main arena has been Virtual Worlds where she established the first middle school presence in 2006. Continuing her exploration of new avenues for student engagement she began to explore video games and with a group of ISTE colleagues entered World of Warcraft on Sisters of Elune as a founding member of the Cognitive Dissonance Guild, which now hosts over 450 international educators. Peggy is now collaborating with colleagues from all over the world laying the groundwork for education to embrace learning in yet another new frontier, commercial video games. Internationally recognized as a true pioneer in emerging technologies for education, she is sought out for advice, curriculum design, professional development, and implementation of new programs. Her vision for learning learning is student-centered, product-based, playful, and creative. She can be contacted or followed on Twitter: @peggysheehy.
PANELIST: Lucas Gillispie: Instructional Technology Coordinator for Pender County Schools in southeastern North Carolina. An avid gamer, he is passionate about the integration of video games into the learning environment. In 2009, he founded the WoWinSchool Project, a program designed to explore the educational potential of games like World of Warcraft with at-risk middle grades learners. Lucas oversees a district-wide Minecraft implementation of over 300 student accounts, while providing professional development on game-based learning to teachers in his district, state, and beyond. His most recent project, SAGA (Story and Game Academy) aims to encourage middle grades students to build reading and writing skills through video games on platforms ranging from the XBox to the PlayStation.
PANELIST: Marianne Malmstrom, aka Knowclue, is a recognized leader in the use of virtual environments and digital multimedia resources in education. A technology teacher at The Elisabeth Morrow School, she has 30 years experience as a classroom teacher and administrator. In 2011, Marianne was selected by the National Association of Independent Schools (NAIS) as part of its Teachers of the Future Program. Over the past ten years, Marianne has worked with colleagues to develop a school-wide multimedia program that has received international recognition including awards from both WNET’s Celebration of Teaching & Learning and Flat Classroom Project’s NetGen Project.
- - Previous presentations/articles on similar topics - -
The Games+Learning+Society Conference 2012:

1.) “Digital Citizenship as a Lived Curriculum” Bronwyn Stuckey http://www.glsconference.org/2012/glses.html

2.) “Expanding the Conversation: How does playing online games foster safety?: Anne Collier, Marianne Malmstrom, Bron Stuckey http://www.glsconference.org/2012/session.php?sessionId=99 video archive: http://events.mediasite.com/Mediasite/Play/46c10d3acaa140adb001a96aad797d2c1d?catalog=4fc740c3-f691-4b2d-824f-6d7df99fee1e
Games in Education Conference 2012:

“Expanding the Conversation: How does playing online games foster safety?” Anne Collier, Marianne Malmstrom, Bronwyn Stuckey, Peggy Sheehy, Lucas Gillispie http://gamesineducationsymposium2012.sched.org/event/53aec08e59e74aa4fe90c9f0035369ce#.UGpm8M0aAmQ
A Platform for Good:

"Changing the Conversation, Empowering Youth": http://www.aplatformforgood.org/blog/entry/anne-colliers-blogs

"Game to Learn": http://www.aplatformforgood.org/blog/entry/game-to-learn
T.H.E. Journal:

"WoWing Language Arts": http://online.qmags.com/TJL0912/default.aspx?pg=24&mode=1#pg24&mode1
G.A.M.E. It Takes a Guild: A Guild of Educators

Episode 2: Marianne Malmstrom http://youtu.be/EhKFpsmtEl8




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Dec. 2012 Guest Contributor @NetFamilyNews.org

Mining Minecraft, Part 1: Little gamers’ digital play through a teacher’s eyesMining Minecraft, Part 2: Brilliance when students drive the learningMining Minecraft, Part 3: Safety & citizenship in games (do try this at home!)


9/20/12 G.A.M.E. "It Takes a Guild - A Guild of Educators"





















September 20, 2012: The second installment of the G.A.M.E. “It Takes A Guild – A Guild of Educators” webinar series. This episode features an interview with Marianne Malmstrom regarding how she successfully guided the integration of the popular game Minecraft into the activities and curriculum of most grades at The Elisabeth Morrow School. You can access the webinar at the G.A.M.E. and Games Based Learning MOOC Youtube Channel http://www.youtube.com/user/gamesmooc.

Simply explained, Minecraft is a game where players have complete freedom to create a self-imagined digital world out of virtual blocks. What Marianne found during research and curricular integration of the game is that it allows students to independently develop self-directed collaborative learning activities and projects that have far exceeded her initial expectations. You won’t want to miss this powerful story of how careful investigation and planning led to a significant enrichment of the learning environment and rendered impressive educational benefits. As Marianne says, “The heart of ‘21st Century Learning’ is not about the tools, it is all about learning how to learn. Helping our students become proficient and independent lifelong learners is central to their success in navigating through uncharted change.”

This G.A.M.E. interview was conducted by Laurence Cocco, Director of Educational Technology for the New Jersey Department of Education.

The Games Based Learning MOOC YouTube Channel http://www.youtube.com/user/gamesmooc was monitored for questions during the webinar and there was a backchannel for discussion at the ISTE SIGVE Diner in the virtual environment Second Life at http://slurl.com/secondlife/Eduisland%209/69/57/22/.

“It Takes A Guild – A Guild of Educators” is an educator-centric webinar series of interviews and panel discussions featuring practitioners who have successfully implemented games into their classrooms and learning environments. As a G.A.M.E. (Gamers Advancing Meaningful Education - http://g.a.m.e.shivtr.com/) program, its mission is to help all stakeholders see and understand the deeper learning, community, creativity and entrepreneurship that is possible in online games.

The first webinar in this series, broadcast on August 16, can be viewed at http://www.youtube.com/watch?v=Aby1mzt2mjo&feature=plcp.

Along with the Games Based Learning MOOC, G.A.M.E. holds a weekly game based learning chat on twitter every Wednesday at 9 pm ET. To join us, use the hashtag #gamemooc at www.tweetchat.com and feel free to follow along with the discussion.




What Does "Safe" Really Look Like in a Digital Age?

Anne Collier explains in this informative 3 part blog series
  • Part 1 focuses on Professor John Seely Brown's white paper describing what kind of learning is needed today.
  • Part 2 gives examples of what that learning looks like in the classroom (focus our school :-).
  • Part 3 connects it all to safety.

VWBPE_Official_Logo_cropped.png Be Epic!

Opening Keynote

Virtual Worlds Best Practices in Education 2012

Notes & Resources

Read more about the VWBPE 2012 conference on Gridjumper's Blog



Download Article



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Art_G2L_1.png

LEGO Universe Closes!


Read open letter to LEGO:

LEGO Universe v. Minecraft



Young kids from around the world
use social media to try and save
their beloved game
View documentation

EMS students respond
by organizing
Occupy LEGO Universe
occupy_lego_universe_logo_small.png

btwf_logo.png

Resources for BTWF Symposium

EMS Teen2Teen: Student Voice

EMS Appletree Blog


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Minecraft: Learning blocks (Part II) 2014


[Listen and Learn : Lecture]
Sunday, June 29, 12:45 pm–1:45 pm
GWCC B308
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Marianne Malmstrom

Learn how students ingrades 3-8 are constructing their own learning spaces, one block at a time, in school and beyond. Recommended by ISTE’s Independent School Educators Network (formerly known as SIGIS), Virtual Environments Network (formerly known as SIGVE)

Evaluate this session

Focus:
Digital Age Teaching & Learning
Topics:
Games & Simulations, Innovative Learning Environments
Audience:
Teachers, Technology Coordinators/ Facilitators
Grade level:
PK-12
Subject area:
Computer Science, STEM/STEAM
ISTE Standards:
Students--Critical Thinking, Problem Solving and Decision Making
Students--Communication and Collaboration
Students--Digital Citizenship

Primary URL:
www.knowclue.com

Proposal summary


Purpose & objective


There is growing evidence that playing games can develop an array of skills and competencies identified as essential in today's world. Of course, some games lend themselves better to this task than others. The crème de la crème of these games go even further and inspire engagement beyond the actual game itself. Dr. James Paul Gee refers to this as the "Big G" or the community that grows up around a game. He maintains that the real 21st century literacies are embodied in these affinity spaces where learning is intrinsically motivated. When students are offered these kinds of spaces in school, magic happens. Traditional learning paradigms are shattered as students drive the learning forward and teachers run to keep up!

Minecraft is one such game!

Outline


The Elisabeth Morrow School has been constructing a student driven Minecraft curriculum since April 2011. Programs include curricular projects (grades 2-8), after school classes, school socials and summer camp. At the center of all program design is play, lots and lots of play! In fact, the school runs 24/7 server so students have a safe place to play from home.

This presentation will highlight how essential 21st century skills are being developed as students work and play in Minecraft. Students will join us remotely to share some of their favorite projects.

Essential 21st Century skills:

Learning Autonomy

Peeragogy

Creativity

Problem solving

Game design

Communication

Collaboration

Community

Citizenship

Standards addressed


Working in a 3D sandbox virtual environment provides a unique platform where MOST NETS are practiced and developed through various iterations of play and planned projects. Last year I provided multiple examples in my presentation of how students developed skills in leadership, creativity, communication, collaboration, problem solving and citizenship through our Minecraft program. Students even Skyped in to share a game they created to play with other schools around the world. See: http://morrowcraft.wikispaces.com/Escape+To+Morrow .

Should ISTE invite me to return this year, I will build on those examples and report on our third year of this exciting student-driven curriculum.


2015 proposal:
  • Working in a 3D sandbox virtual environment provides a unique platform where MOST NETS are practiced and developed through various iterations of play and planned projects. In 2013, I provided multiple examples in my presentation of how students developed skills in leadership, creativity, communication, collaboration, problem solving and citizenship through our Minecraft program. Students even Skyped in to share a game they created to play with other schools around the world. See: http://morrowcraft.wikispaces.com/Escape+To+Morrow .
  • In 2014, I built on those examples and reported on our third year of student-driven curriculum. I dug deeper into the rational and pedagogy using of Minecraft in the classroom. Two guest teachers shared their perspective of how Minecraft was transforming their own teaching practices.
  • Should you invite me to return in 2015 (and Minecraft survives the Microsoft acquisition :), I will provide new examples and updates to our ongoing work with this amazing platform.



Supporting research



"Yes, I am a Minecrafter: ISTE 2014 Made Me Do It" by Iram, Can Treach - July 2014: http://www.canteach.ca/2014/07/yes-i-am-a-minecrafter-iste-2014-made-me-do-it

"Carolyn Bliesener: Students try styles of governments in Minecraft: by Janine Bowes, Technology and Learnaing - August 2014: http://technologyandlearning.edublogs.org/2014/08/12/carolyn-bliesener-students-try-styles-of-government-in-minecraft/

Teachers’ Education Review Podcast #031 "Virtual Worlds in Education" Interview with Peggy Sheehy, Marianne Malmstrom and Dr. Bron Stuckey, Sept 2014: http://terpodcast.com/2014/09/22/ter-031-virtual-worlds-in-education-21-september-2014/

"Minecraft Unsymposium" Tour of Morrowcraft server with students from The Elisabeth Morrow School, GamesMOOC - Dec 2013: http://youtu.be/qB4Gcg_Hs6M

"Minecraft as a Game-Based Learning Environtment" Interview with Lucas Gillispie, Marianne Malmstrom, Dr. Bron Stuckey and Michael "MJ" John, Connected Learning TV - Nov 3013: http://connectedlearning.tv/minecraft-game-based-learning-environment

"Minecraft, the shared creative safety of gaming and social media" by Anne Collier, Net Family - June 2013 News:http://www.netfamilynews.org/minecraft-the-shared-creative-safety-of-gaming-social-media

" A teacher on what teaching in Minecraft looks like" by Anne Collier, Net Family News - March 2014 http://www.netfamilynews.org/teacher-teaching-minecraft-looks-like

"Lived Curriculum" by Dr. Bron Stuckey, Community Capers - Jan 2013: http://communitycapers.wordpress.com/2013/11/14/lived-curriculum

"Why Kids Need More Play, Not Less" by Anne Collier, Net Family News - Sept 2013: http://www.netfamilynews.org/why-kids-need-more-not-less-play

“Youth Safety on a Living Internet: Report of the Online Safety and Technology Working Group,” June 2010 http://www.ntia.doc.gov/legacy/reports/2010/OSTWG_Final_Report_070610.pdf

“What Net safety can learn from digital game design” by Anne Collier, Net Family News - June 2012: http://www.netfamilynews.org/?p=31394

“What does ‘safe’ really look like in a digital age?” by Anne Collier, Net Family News - Sept 2012 http://www.netfamilynews.org/?p=31347

Jane McGonigal TED Talk: http://www.netfamilynews.org/?p=30084

"Hanging Out, Messing Around & Geeking Out: Kids Living & Learning with New Media" Chapter 5, Gaming by Mizuko Ito MIT Press 2004: http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889

“Connectivism & Affinity Spaces: Some Iinitial Thoughs” by James Paul Gee E1n1verse - July 2011: http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts

Games4Change 2012 Keynote - Dr. James Paul Gee: http://new.livestream.com/g4c/jamespaulgee/videos/1582944

DML 2012 Keynote - John Seely Brown: http://youtu.be/SoRV0BEwvEU

"Toward Peeragogy" by Howard Rheingold, DML Central - Jan 2012: http://dmlcentral.net/blog/howard-rheingold/toward-peeragogy

Peeragogy: http://peeragogy.org



**



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Minecraft: Mining the learning, crafting the meaningWMH440

Sold Out!

[Explore and Create : Workshop]
Monday, June 30, 8:30 am–11:30 am
GWCC A406/407
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Marianne Malmstrom

Why are kids obsessed with Minecraft? Come dig in and craft your own conclusions. There is no better way to understand than to actually play. Recommended by ISTE’s Virtual Environments Network (formerly known as SIGVE)

Evaluate this session

Fee:
$109 ($119 after May 1)
Skill level:
Beginner
Skill prerequisites:
A willingness to play.
Lab environment:
Mac Lab
Focus:
Digital Age Teaching & Learning
Topics:
Innovative Learning Environments
Audience:
Teachers, Technology Coordinators/ Facilitators
Grade level:
PK-12
Subject area:
Computer Science, STEM/STEAM
ISTE Standards:
Teachers--Model Digital-Age Work and Learning
Teachers--Design and Develop Digital-Age Learning Experiences and Assessments
Teachers--Promote and Model Digital Citizenship and Responsibility

Primary URL:
http://knowclue.com

Proposal summary



Purpose & objective

To provide and immersive experience for participants to experience Minecraft. They will learn the basic navigation of the game as well as variations in the way the game can be played. I will invite students to meet us "in game" to provide assistance as well as inspire play. We will use a combination of Skype and game chat to communicate.

Outline

The first hour will be spent getting into the game, navigating the terrain and manipulating the environment. We will then shift our focus to mining and crafting. The second hour will be spent on putting these newly acquired skills to use by playing collaboratively with the other participants and student mentors. We will have some formal challenges for those who feel more comfortable with concrete objectives. The last hour will be spent delving deeper into the different aspects of how the game can be played with some discussion of pedagogy.

Standards addressed

There is no better way to be a 21st Century Educator than to first become a 21st Century Learner. So come play & learn!

Supporting research

"Zero to Eight: Young Children and Their Internet Use" August 2013; http://www.lse.ac.uk/media@lse/research/EUKidsOnline/EU%20Kids%20III/PDFs/Zero_to_eight.pdf
"Why Kids Need More Play, Not Less" NetFamilyNews: http://www.netfamilynews.org/why-kids-need-more-not-less-play
“Youth Safety on a Living Internet: Report of the Online Safety and Technology Working Group,” June 4, 2010 http://www.ntia.doc.gov/legacy/reports/2010/OSTWG_Final_Report_070610.pdf
“What Net safety can learn from digital game design” http://www.netfamilynews.org/?p=31394
“What does ‘safe’ really look like in a digital age?” http://www.netfamilynews.org/?p=31347
Jane McGonigal’s research (and TED Talk): http://www.netfamilynews.org/?p=30084
“How social networks can be protective”: http://www.netfamilynews.org/?p=28617 on Reality Is Broken, by Jane McGonigal
Hanging Out, Messing Around & Geeking Out: Kids Living & Learning with New Media http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889 - Chapter 5: Gaming
“Connectivism & Affinity Spaces,” by James Paul Gee http://einiverse.eingang.org/2011/07/27/connectivism-and-affinity-spaces-some-initial-thoughts/ “A space can be more or less of an affinity space and can possess degrees of the characteristics. It is not a binary, prescriptive list. The theory then is that if we incorporate these ideas into our educational environments, we can help forge more cohesiveness, autonomy, and, in the end learning.”--Gee
Games4Change 2012 Keynote - Dr. James Paul Gee: http://new.livestream.com/g4c/jamespaulgee/videos/1582944
DML 2012 Keynote - John Seely Brown: http://youtu.be/SoRV0BEwvEU
Connectivism: http://www.connectivism.ca/?p=116
Peeragogy: http://www.rheingold.com/vc/book/intro.html)
Peeragogy: http://dmlcentral.net/blog/howard-rheingold/toward-peeragogy
Peeragogy: http://peeragogy.org