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1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

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Page 1: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way
Page 2: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way you will be able to participate is by sending a text message. If you don’t know how to do that, just ask your neighbor for help.3. In the body of the message, you’ll Text bscottsd40 to 37607 once to join, then you will receive a response from PollEverywhere, respond with your answer to the following question

PollEverywhere

Page 3: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

What games did you play as a student that you felt were a learning tool or what games do you play now that could be learning tools?

Questions

Page 5: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

How would you define gamification? Use one phrase.

Questions

Page 6: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

A teacher of religious studies class used a game called “Secret Agent: Mission One” to engage in student learning and asking students to analyze the game in order to create a new game.

Games as Text, Games as ActionVIDEO GAMES IN THE ENGLISH CLASSROOM

Catherine Beavis

Page 7: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Students responded with different opinions surrounding user interface, plot of the game, actions taken, challenges, etc.

Video games - emergent cultural forms

bringing popular culture into classroom

multiple forms of literacy (multimodality)

Page 8: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Video games in English classrooms

“…games embodied new ways of telling and making stories that merged images and words with many other elements and repositioned players as readers and writers, interpreters, and creators." (Beavis, 2014)

new way of thinking about literacy - not just in words

transition from receiving to producing multimodal.

Page 9: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

“A map for curriculum planning and pedagogy and a heuristic for observing and analyzing games and play." (Beavis, 2014)

Page 10: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Applying the model using the case study of Secret Agent

Why bring games into English and Language Arts curriculum?

Transferring elements of Critical Games Literacy to (Media)Literacy

Helps engage in texts by action

Page 11: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Exploring Key Concepts in pairs

popular culture

multiliteracy

symbol systems

textuality & intertextual

contemporary literacy vs traditional literature

multimodal

How texts are related

A body of knowledge, experiences and norms that most members of a group are aware of

Interactive vs passive, digital vs print, pop culture vs high culture Many levels of communication, understanding

and applicationuses multiple senses, levels of structure, degreees of competition, and creativity and interactivty with others

Page 12: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Exploring Key Concepts - provide an example

popular culture

is the entirety of ideas, perspectives, attitudes, images, and other phenomena that are within the mainstream of a given culture, especially Western culture of the early to mid 20th century and the emerging global mainstream of the late 20th and early 21st century.

multimodal characterized by several different modes of activity or occurrence

multiliteracy

is a term coined by the New London Group. Because the way people communicate is changing due to new technologies, and shifts in the usage of the English language within different cultures, a new "literacy" must also be used and developed.

symbol systems

physical patterns (symbols), combining them into structures (expressions) and manipulating them (using processes) to produce new expressions.

textuality & intertextual - of or relating to a text or texts& intertextual: the interrelationship between texts, especially works of literature; the way that similar or related texts influence, reflect, or differ from each other: the intertextuality between two novels with the same setting

contemporary literacy vs traditional literature examples: graphic novels, games, email, blog, (multimodal) vs. novels, textbooks, poetry, letters

Page 13: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Discussion Questions

In your same pair join another pair. Discuss the following questions and record your answer in google docs.

Do you currently use games in your lesson? If so, how?

Will games drive out literacy? Why or why not?

Will multimodal literacies drive out traditional print forms?

What is your definition of gamification?

Page 14: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

What was important to you and why?

Kaitlin

Robyn

Amy

Renuka

Page 15: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Closure What is gamification?

http://www.knewton.com/gamification-education/

Page 16: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Other Articles

Jenkins, H. et al. (2006). Confronting the challenges of participatory culture. Media education for the 21st century. Chicago: MacArthur Foundation.

Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.

Gee, J. P. (2013). Games for learning. Educational Horizons, 91(4), 16-20.

Page 17: 1. We’re going to use your phones to assess what you know and think. Please take out your cell phones, but remember to leave them on silent. 2. The way

Attachments

Beavis2014 Games as Text, Games as Action.pdf