Ta Taking a By Byte of t of the Teacher s s Ap Apple J. - - PowerPoint PPT Presentation

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Ta Taking a By Byte of t of the Teacher s s Ap Apple J. - - PowerPoint PPT Presentation

Ta Taking a By Byte of t of the Teacher s s Ap Apple J. Alison Bryant, Ph.D. play collective Transmediated Learning Just because you have curriculum goals across a property doesnt mean that you should be teaching the


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Ta Taking a By Byte of t

  • f the

Teacher’ s s Ap Apple

  • J. Alison Bryant, Ph.D.

playcollective

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Transmediated Learning

  • Just because you have curriculum

goals across a property doesn’t mean that you should be teaching the same thing on all platforms.

  • Ideally transmedia “pushes” kids to

the right content on the right platform, and kids can also “pull” the content they want on the platform they want.

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Case Study in Transmedia Learning

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Lesson 2:
 The medium does not define the (learning) message

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There are digital ways to 
 Learn, Practice, and Play Videos ¡ Music ¡ Interac0ve ¡ Games ¡ Print ¡ Ac0vi0es ¡

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1-5 scale, 5= Strongly Agree

An ebook can be more than a book…

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…but it still has to have the core literacy learning features

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Offline is a medium too

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Kids as makers

MaKey MaKey

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Lesson 3:
 We don’t need no stinkin’ badges

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Gamification is not a panacea

Gamification can help with short-term engagement, but is not a long-term solution

Intrinsi sic Mo Motivation Extrinsi sic Mo Motivation

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But game elements do have their place

  • Games are a great way to informally assess without “testing”
  • This is a generation who has grown up with “leveling up,” and

the notion of meeting new challenges as you go along

– But this also means that it is a generation that assumes personalization

  • Games are great at visually showing progress, and giving instant

feedback

– Giving kids a “learning positioning system” (LPS) as they play helps them orient

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And there is an expectation of gaming on certain platforms

% of kids who play games on these mobile devices, if the household owns

The iPad has the highest gaming “conversion” rates, with learning tablets a close 2nd.

72% 68% 60% 55% 54%

Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China

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Lesson 4:
 Kids do love to learn, but it needs to be byte-sized

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Kids are natural learners and explorers

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We have to keep time spent playing in mind as we develop

About 1/2 of preschoolers spend 11-20 minutes playing per session; 2/5 only spend 5-10 minutes

Source: Cooney Center. (2010). Learning: Is there an app for that?

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Kids make their own play 
 (no matter what you do)

So empower them to PLAY

“Make it theirs, not yours”

– Lane Merrifield

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The Closed-Creativity Continuum

Closed Creative

We don’t just want interactive flash cards…. …but how do we assess fully open creative?

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Lesson 6:
 We’ve still got a long way to go with social- emotional learning

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Communication is a key skill

Being able to chat doesn’t mean that kids are learning communication And as we move to virtual learning, we need to spend time teaching virtual social skills We still tend to develop intra-culturally, not with the global world kids live in digitally in mind

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Lesson 7: 
 Parents and kids are different tech generations (and relate to digital learning differently)

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Parents still place value on non-digital

Parents will pay 33% less for an ebook than a print book, but that is 40% more than what they are willing to pay for apps!

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Parents want data
 …but not too much data!

..but when they get too much data they get

  • verwhelmed and “turn
  • ff” (or feel guilty).

When parents have data, they become more engaged in the learning process…

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Lesson 8:
 We have to focus

  • n the ecosystem
  • f learning
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We know that co-play enhances and reinforces learning

Siblings & Cousins Parents & Kids Grandparents & Kids

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Provide simple-to-use, multidimensional resources

We have to keep teachers in the loop

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Lesson 9:
 Contextualized learning builds engagement

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Case Study on Context:

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Lesson 10:
 We have a long way to go in understanding how to teach across platforms

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We’ve got smaller tech “generations”

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Platforms for play change by age

Younger ¡kids ¡lean ¡toward ¡tablet ¡use, ¡ whereas ¡older ¡kids ¡are ¡more ¡computer ¡ and ¡gaming ¡system ¡oriented. ¡

Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China

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Enter the (Research) Matrix

Media/Mechanics Ages

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Let’s Play!

  • J. Alison Bryant

alison@playcollective.com www.playcollective.com www.playsciencelab.com

Sign up for LabNotes @

playsciencelab.com/ labnotes/