ASLA 2011

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The power of real time Dean Groom - ASLA Conference 2011 @vormamim Wednesday, 5 October 2011

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Transcript of ASLA 2011

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The power of real timeDean Groom - ASLA Conference 2011

@vormamim

Wednesday, 5 October 2011

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Please turn ON all mobile phones,

laptops and other mobile devices!

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The internet is shaped by

whoever controls the media, controls the culture

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Where is this culture thriving? ...

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Among people willing explore new cultures ...

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Among people willing explore new cultures ...

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By people learning from experiences

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By people learning from experiences

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to:

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Education generallyresponded to this

innovation bybuilding equitybarricades for

even the simplesttoolsets.

These is not normal, but

cultural phantoms.

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kids websites music reference web2.0 bookmarks social

http://www.ebizmba.com/ (Oct 2011)Most Popular Websites

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900,000,000

700,000,000

500,000,000

450,000,000

350,000,000

325,000,000

250,000,000

210,000,000

200,000,000

165,000,000

Top 10 Websites by Unique VisitorsHow many people use these more than once?

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media is the link between those we

follow and those who willingly follow us.

It emerges from culture not strategy.

Learn to craft it everywhere.

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Words that target boys.

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Words that target girls.

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Take media out of schools and into the community

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Take media out of schools and into the community

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Meanwhile, media is free to positsophisticated messages to unarmed

parents and children wholack weapons of critical analysis

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media literacy should fight for the ability to access, adapt, and

create knowledge using ICT technologies critical to a

socially inclusive culture.

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Media Technology sees us and how we respond.

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Google will be activating 1 millionAndroid smart phones a day in October.

Camera, video, web, social networks, search, geo-location, always connected.

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Media Literacy shouldn’t be aboutmaintaining lines of separation

between content and experience.

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Why Web2.0 isn’t goingto save the princess.

(you’re looking in the wrong castles)

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Media is a culture engine

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Web2.0 is only part of the picture.

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This isn’t enough.

A completeMedia Literacy

means teachingfrom the centre of

the metaverse.

Where do youlike to hang out?

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“Life is trying things to see if they work.”

Creativity is something to learn, not to avoid.

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“Life is trying things to see if they work.”

Creativity is something to learn, not to avoid.

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Discovery

Experience

Exploration

Are my peers fans of this?Will I look cool if I’m a fan?

Am I coolest if I am the first?

Is it best consumed with peers?Is it best created with peers?

What do my peers think?Who can I connect to?

Who can explore with me?

What’s this?Should I risk it?

Will I like it?

I’m in!I see the point!I’m succeeding!

I feel alone.I want more of this.

I want to help others.

How the engine works (iteratively)

Event

Knowledge

Personal Social

BREAK POINT

BREAK POINT BREAK POINT

BREAK POINT

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Discovery

Experience

Exploration

Are my peers fans of this?Will I look cool if I’m a fan?

Am I coolest if I am the first?

Is it best consumed with peers?Is it best created with peers?

What do my peers think?Who can I connect to?

Who can explore with me?

What’s this?Should I risk it?

Will I like it?

I’m in!I see the point!I’m succeeding!

I feel alone.I want more of this.

I want to help others.

Event

Knowledge

Personal Social

Google It

Tweet It!

Peer-Influence

Peer-Reputation

TWEET IT MORE! Peer-Support

How the engine works with or fails

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Relevance

Personalisation

Reputation

MediaThings

PeopleExperiences

Prior Knowledge

Interest

utilityease of use

convenienceimmediacy

success

Persistence

Attention

Knowledge

Adaptation

Connections

ChoiceIgnore Change

Individual media literacy is driven by ...

Device

App

Opportunity

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Towards including Games as a Media Literacy

• Teaching THROUGH: Use games to teach a specific curriculum.

• Teaching WITH: Use games to leverage existing themes, concepts and methods from the curriculum though play.

• Teaching by MAKING: Game authoring tools to make games about given subject, relevant contents to learn using story telling and ludic processes.

story audience

pedagogy platforms

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Games are a media, just like film, web, TV

or books.

(and a viable growing industry

for kids to work in).

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Moshi Monsters [dot] comWednesday, 5 October 2011

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content --- task-rules --- task activity --- outcome

Outcome Based Learning Instructionist (Tolman, 1932)

Student as consumer, focus on content, throughput, quality of student on exit

Kids are learning in multiple cultural domains

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content --- task-rules --- task activity --- outcome

Outcome Based Learning Instructionist (Tolman, 1932)

Student as consumer, focus on content, throughput, quality of student on exit

story --- game-rules --- game play --- experience

Game Based Learning Conjectural (Kolb, 1984)

students as producer, collaborator, focus on output

Kids are learning in multiple cultural domains

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content --- task-rules --- task activity --- outcome

Outcome Based Learning Instructionist (Tolman, 1932)

Student as consumer, focus on content, throughput, quality of student on exit

story --- game-rules --- game play --- experience

Game Based Learning Conjectural (Kolb, 1984)

students as producer, collaborator, focus on output

Problem Based Learningenquiry --- discovery --- experience --- product

Revelatory (Bruner, 1973)

students as explorer, team worker, focus on discovery

Kids are learning in multiple cultural domains

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The Massively Minecraft Project

An experiential learning community

www.minecraft.net minecraft.jokaydia.comWednesday, 5 October 2011

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MassivelyMinecraft.org (some details)

• Open for just over 5 months, 40 players

• Experiential Learning Environment (Kolb, Gee, Prensky, Brown etc).

• Parents, Teachers and Children - Youngest player 5. 40% girls.

• No lessons or ‘teaching’ allowed from the adults

• Secure (very modified) server, running off ‘OpenSim’ server hosting.

• Uses Races, Classes and Guild Achievement methods to ‘level’ up.

• Most popular times. Mon-Friday - 6am to 7.30am, 3pm-7.30pm AEST

• Weekends are getting to 24/7 occupancy

• Players from the US and Australia

• Is a social-enterprise, no costs to players.

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ExperienceGame-Rules Reputation

Goal

Game-Play

Peer ReviewedSelf Assessment

Game-Theory & Methods.

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Narratives

Innovation

Processes

Community Discussion

Reputation

Not a LMS.

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Shifts in media literacyhinge upon technological

advancement

Enacted though cultures

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The Abbey (UK History Homework)

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Titanic (US Social Studies Homework)

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Fender Strat. (UNE) ... and some 8 year olds

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Massively Minecraft Learning Cycles

YouTube

In-Game

Guild Site

In-GameSkype

In Game

Skype

School-yard

@Notch

MinecraftMondays

MinecraftWiki

Forums

Building

Writing

Collaborating

Modding

Machinima

Skype

Sharing

conferences Open Days

ModeratingGoogling

Maths

Social

after Kolb (1984)

tutorials

tutorials

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A complete approach to media

literacy is to arm teachers,

parents and students with

opportunities to promote

understanding in a socially

inclusive culture of innovation.

"You are in a maze of twisty passages, all alike."

@vormamimwww.massivelyproductive.comwww.massivelyminecraft.org

Games Based LearningProject Based LearningVirtual Worlds & Games

Recommended Reading

Start Here (1985) ...http://thcnet.net/zork/

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