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Showing posts with the label design

5 Elements and Still Relevant

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 UPDATE: GSM put out a survey about the future! ::Take the survey:: Back in 2008 (seems like yesterday), E-Line Media in partnership with the Institute of Play , rolled out a new site, called Gamestar Mechanic , which was originally developed by Gamelab in partnership with the Academic Advanced Distributed Learning Co-Lab (AADL) at the University of Wisconsin-Madison. This is a site that aims to teach kids how to design their own games, with the premise that designing games builds: Systems Thinking, 21st Century Skills, Creative Problem Solving, Art and Aesthetics, Writing and Storytelling, and creates a motivation for STEM learning. If you've read my blog for any length of time, you will know that this is a tool that I consider to be indispensable. I was pretty new to teaching Computer Science in 2008. I had only been at it a year, and I was trying desperately to make the leap from programming (we were using Scratch for that back then with no manual or guide wh...

Three tools to step up design in your classroom...

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Even if you know nothing about design! Designed in Canva... in 1 minute. Okay, graphic design is a classically snobbish topic in most of our minds, and historically most of our students really had little opportunity to experience it or interact with it. Today, we live in a visual landscape that is constantly getting more competitive. Everyone has a connected device, including most of our students. They see great design all day on web sites, apps, user interfaces, advertisements, and even E-cards from their middle school bae. The visual elements of most of our classrooms, though, from educational / inspirational posters to handouts to our Power Point Presentations (do people still use Power Point to make presentations?) look like amateurish garbage made by a well meaning but under-skilled octogenarian trying to design a bake sale flier for the local Rotary club. We can get away with die cuts, glitter, and Karen's Kids clip art until about fourth grade. Soon, though, kids are...

The Paradox of Choice in 3d

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I recently found myself in the very lucky situation of needing to select a 3d Printer to purchase for my students. I know right? I was pretty stoked, too. Then things went quickly from giddy anticipation to confusion and eventually to paralysis. You see, there are a lot of choices out there, and I mean, a lot. Go ahead, Google " 3d Printer ". Asking around MakerBot Replicator Mini-Essentials I spoke to folks in my IT department, at the high school, and some neighboring districts. Back when everyone was getting on the initial bandwagon, they were getting MakerBot brand printers. I decided to check out their web site, and I was pleased to find that they had apps for iOS  (we are a 1 to 1 iPad building), and a package for their entry level printer, called Replicator Mini Essentials, which included the MakerBot Replicator Mini Compact 3D Printer, a Smart Extruder (I had no idea what this is or what it was for), and a 10 Pack of MakerBot PLA Filaments. This seemed l...

Designing Fun: New post on Gamestar Teacher Blog

Hello friends, It has been awhile. I do have some new posts in the editing queue for this blog, but for my most recent post, go check out: Designing Fun: There’s more to game design than programming It is posted over at the Gamestar Mechanic Teacher Blog . A big thanks to the folks at Eline Media for the opportunity to blog for them. 

The promise & reality of GBL in Science

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Citizen Science shown in GameUp Though I am not a Science teacher, Science was by far my favorite subject in school. I enjoyed the occasional English class, but Science was awesome. I loved labs in Chemistry, Biology, and Geology. Somehow I missed Physics (probably when I took AP Biology), but I bet I would have loved that too. The sad fact is, that due to shrinking budgets, time constraints, and, at times, facilities constraints, Science class in many schools is less and less about actual science and more and more about textbook reading and information recall. This is where games and simulations are coming in to fill the gaps. I get that a game is never going to replace real research and lab work, but it is certainly a better substitute than worksheet packets. My school building has added two new Science teachers for next year. I would love to be able to share some great game based learning resources with them. That got me thinking, what would I recommend? What's out there...

Better classrooms by design

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Classroom design is a topic I just can't stop thinking about. My regular readers will know that I'm a bit obsessed with all things design. Being such a grid-loving, whitespace-promoting, typeface-discerning, color-monitoring design-nerd has caused me to begin to notice how poorly we've designed our learning spaces. It has taken me so long to get to this topic because my primary readers are teachers. As teachers, I feel, we have the least control over how our classrooms are designed. We have no control over the size and shape of our room. We can't paint. We can't change or add lighting. We can't even pick our furniture. If you're a computer lab teacher, like me, you are even more limited, particularly if your room was designed with drop poles  (Mine are rammed right in the center of my room).  There are, however, a few things we can do and can stop doing , right now, to improve the environment of our classroom. The Problem with Classroom Design Ev...

Gamestar + Gamekit Beta = Awesome

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21st Century Skills... why game design? I've been using game design for the last couple of years to increase the application of " 21st Century Skills " in my class. The actual curriculum of my course is focused on the ISTE NETS , my official standards, and the Pennsylvania  Computer Information Technology Standards for grades 6-8 . My goal in teaching and assessing those skills, though, is to provide a context including as much STE[A]M focused content as possible and as many opportunities as I can for students to practice the  21st Century Skills . Game Design is concerned with studying the concepts behind the basic elements of a game, and how the balance of fun and challenge in games creates flow. It is also concerned with the iteration feedback loop and how games are a complex system designed around creating a satisfying user experience. Game design is a great jumping off point for introducing STEAM (Science, Technology, Engineering, Art and Math) learnin...

Leveling up: Best beginner tools for taking game design to the next level in the classroom?

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This is not a guide. This is a conversation. Hopefully the comments on this post will be more useful than my ramblings. With that said, let me hit you with the premise. The Premise Game design is a great jumping off point for introducing STEM (Science, Technology, Engineering and Math) learning through the lens of systems-thinking and user-centered design while stopping short of providing any real foundation in coding, programming, or engineering, areas covered in the realm of game development . I would like to find a way to begin the transition from game design to game development in my classroom, in order to move from STEM theory (ideas and concepts) to STEM skills (concrete practice). Some rights reserved  by  artnoose Game Design is concerned with studying the concepts behind the basic elements of a game, and how the balance of fun and challenge in games creates flow. It is also concerned with the iteration feedback loop and how games are a complex system des...

Teachers, Let's fix this PowerPoint thing

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“PowerPoint doesn’t kill meetings. People kill meetings. But using PowerPoint is like having a loaded AK-47 on the table: You can do very bad things with it.” Peter  Norvig , Google Director of Research I'm going to take a break from talking about games and project-based learning and focus instead today on design. Specifically, I want to talk about a tool that is in most of our boxes these days: presentation software. You know, PowerPoint, Google Presentation, Impress, Keynote, Empressr, etc. We all use it to teach. Many of us use it as a tool for student projects. Most of us love it and hate it. In most circumstances, presentations are fun to make, awkward to give, and terrible to watch. What's going on? Show & Tell The main key here is Show & Tell . The presentation tool shows and you tell. My Show & Tell notes on my new murse. I often illustrate this point by having my students access prior knowledge of Show & Tell with a think-pair-share. Stud...

Hey, Computer Teachers, stop wasting students' time! (Part 1)

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Despite increased globalization; despite the need to prepare students to access, evaluate, synthesize, and build upon information and media; and despite the drive to promote Creativity, Innovation, Critical Thinking, Problem Solving, Communication, and Collaboration, the curriculum of many schools' secondary Computer Information Technology programs tends to hinge on keyboarding and Microsoft Office . Let me explain, for those who are not already with me, why this is a waste of our students' time and our parents' taxpayer dollars. There are a growing number of voices clamoring to get rid of the "Computer Teacher", arguing that in today's atmosphere of integrated technology we are irrelevant and redundant. If we're teaching 7th to 12th graders Keyboarding and MS Office classes, that is 100% true. Don't get me wrong, a curriculum steeped in keyboarding and productivity applications is quite appropriate and often essential at the 2nd through 5th or ev...

Why learn game design?

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See also: Designing Fun: There’s more to game design than programming  - on The Gamestar Mechanic Teacher Blog. The context Why are we learning game design? I asked my seventh grade students this question last week. On page 61 of "The Framework for Teaching Evaluation Instrument", it is noted that in a classroom that reflects distinguished instruction, students should be able to identify what is going on and why. " If asked, students are able to explain what they are learning and where it fits into the larger curriculum context " (Danielson, 2013). I provide some context for this on a regular basis by reviewing objectives and broader essential questions and standards. Gamestarmechanic.com focuses on the game design process. My students, though, are thinkers. I'm trying to foster that. They really want to know, "why are we learning game design". Many of them did exactly what I would want them to do when given a discussion question like this...

Gaming the System & The Epic Quest for Professional Development

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This month, I am re-reading  What Video Games Have to Teach Us about Learning and Literacy , by James Paul Gee and Reality is Broken by Jane McGonigal. As a result, I've been thinking a lot about the current state of affairs in my classroom and beyond. This post is a rambling mess of junk that's going through my mind. I'm wrestling with these ideas. I invite you to join me. I need feedback, comments, arguments, and ideas. Heck, I need help. I also think that we (the community of educators who see the value of real game based learning and gamification strategies in the classroom) need to band together and find a way to provide some hard core professional development for each other beyond the ubiquitous Minecraft & Warcraft articles we all trade on Twitter.  Gee, McGonigal, and big ideas  Seriously, If you haven't read What Video Games Have to Teach Us about Learning and Literacy , by James Paul Gee and Reality is Broken by Jane McGonigal, you should. Both of ...

Epic Tale or Epic Fail: Designing User-centric narrative experiences in Gamestar Mechanic

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As mentioned in earlier posts, I've been using Gamestar Mechanic to facilitate technology fluency and systems based thinking in my Computer Information Technology class. Game Design, GBL, & Teaching with Portals Projects, Paradigms, Preconceptions & Survival?? The following activity, developed with the help of several of my students, is appropriate for lessons in game design, plot development, user-centric design, and creative writing, among other things. As mentioned in earlier posts, designing a balanced game, one with flow, involves system-based thinking, problem solving, collaboration, art, storytelling, and digital media literacy. It involves "Systems-Thinking" and "User-Centered Design". To develop even a simple game, a student must act as sociotechnical engineer , thinking about how people will interact with a system and how said systems shape both competitive and collaborative social interaction. This is the 21st Century Story Telle...

Game Design, Game Based Learning, & Teaching with Portals

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Getting there (a not-so-brief introduction) About two years ago now, I started down the path of actually taking games and game design seriously in my classroom. This is a topic, I've been thinking about since 2008, when I read Dennis Southwood’s article, “ It's Not Just a Game—It's Skills for Life” from Educators' eZine. From 2008 to to 2011 I built a CIT class around the idea of Applying computer skills in Project Based Learning. It was marginally successful, but I still wasn't getting the results I wanted with at least half of my students, in terms of engagement, deep thinking, & over technology fluency . In 2011, I attended the first Tech.it.u , spending a lot of time in break out sessions with Game Based Learning & Gamification expert, Jeff Mummert . I also took a course from PLS called, "Simulations and Gaming Technologies for the Classroom™ Online". During this time I read What Video Games Have to Teach Us About Learning and Liter...

Design Matters Part 3: Typography

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It's taken me a long time to get to this post for two reasons. Number one, The first half of the school year was insane, and as you know were all busy. I'm also teaching an online class and am the adviser of the yearbook, which makes it doubly insane. Enough of the excuses. The other reason is because this is a tough topic to talk about, and it seems rather picky and somewhat overly particular, maybe excessive on my part... It's just something that I believe in, and I want to share with you. Why? I think that it could really help the overall look of your classroom and how seriously your students take your classroom. So, this design matters is first of all directed at you, the teacher. I'll of course eventually show how it also has applications to your students as well... Typography is one of those big $.50 words in graphic design. It deals with all aspects of how designers deal with type and text. For the purposes of this post and to simplify it, we'll narrowly fo...

Approaching the start of a new year...

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Okay peeps and tweeps, it's time for this year's round-up of inspiration and wholesome challenging goodness for the start of the school year. This is when I share who / what is challenging me right now with you... kind of an annotated bibli blog raphy of awesome. Are your students totally Psyched? Okay, maybe they're not, but they should be. If you're a teacher, and you're not a Vlog Brothers fan (or a Nerdfighter like me), you may have missed this. I'm posting it here for you to share with your friends, colleagues, administrators, and, most importantly, your students. DFTBA An Open Letter to Students Returning to School John Green Room Readiness Ahhh... Room readiness. No matter what your district calls it, you probably have to go set up your junk this week or next week. What are you going to do differently? What will you keep the same? What is your core message? ...WHAT? I thought we were talking about room setup, not an essay or lecture. This yea...

Design Matters Part 2: You don't have to be an Art teacher...

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This is part 2 of my Design Matters series. If you missed part 1, you can check it out here . In this post, I'll focus on little ways you can encourage better overall visual literacy in your classroom. We'll talk about why you should and how you can. I'll include the first set of three simple tricks to improve design in your classroom. I'll add three more in the next post in this series and so on. On to glory...   Visual literacy beyond the Art room First, I am not an art teacher. For the most part, the fine arts are a bit lost on me. I wish that weren't true, but it is. I may not appreciate a Picasso, nor can I tell it from a Rembrandt. I can, however, appreciate the design around me. I can instantly tell a Mac from any PC. We're surrounded by great design daily. A quick visit to the mall or The Dieline , will quickly cement that idea. Most of us know great design when we see it. We don't have to know fine art to be visually literate. Also, it'...

Mobile & BYOD in the Computer Lab

First, Design Matters Part 2 is on the way in one week! For now, some other stuff I've been thinking about: Mobile and BYOD... To remain consistent, I'll focus on the visual design unit I do with my students to show how it can apply on the mobile environment. I’ve been devoting serious thought this summer to the ways in which I will include mobile in my classroom this coming school year. We have a new BYOD policy, a few sets of iTouch Devices and a set of iPads (with more ordered). I started by asking myself why I would want to integrate mobile in my class. After all, I teach in a computer lab and have a wealth of technology. The thing is, I can’t ignore this quote from Michael Soskil :  If we are preparing our students for life after school, we should allow them to use the tools they will be using when they get there.  How many jobs can you think of right now where a smart phone is not beneficial?  Mechanics order parts on their phone, engineers view bl...

Design Matters 1: Visual Literacy & the 21st Century

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It's the big day. Your students have been working on these projects for weeks. Some groups, going the traditional route have prepared a Power Point presentation. Some have made a VoiceThread or Animoto . A few brave groups have used Weebly , Blogger , or Wix to create a whole web site. Rubrics in hand, the day begins. Your hard work has paid off... mostly. Your students are proud of their work. The content has unusual depth. The students have met the expectations outlined on your rubric. Still... something is wrong. The projects are... well... they're ugly. You have this sick feeling knowing that they're out there on the web, pointing back at your class. This feeling makes you feel a little guilty. After all, "ugly" is very subjective, and they're only kids, kids who have worked very hard. What a shallow and superficial person you must be! Maybe you're just out of touch. Maybe cobalt blue text (in Jokerman font) on a black background with red and neon...