Searching for " minecraft"

Minecraft empathy skills

Report: Minecraft Builds Problem-Solving and Empathy Skills in Students

By Sri Ravipati  08/14/17

https://thejournal.com/articles/2017/08/14/minecraft-builds-problem-solving-and-empathy-in-students.aspx

K–12 teachers who use Minecraft: Education Edition during class say their students are experiencing a number of social-emotional learning (SEL) benefits.

How Minecraft Supports Social and Emotional Learning in K–12 Education

Getting Smart site.

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more on empathy in this IMS blog
http://blog.stcloudstate.edu/ims?s=empathy

Minecraft Education edition

Minecraft: Education Edition 1.0.1 Released with Code Builder Support

By David Nagel 05/22/17

https://thejournal.com/articles/2017/05/22/minecraft-education-edition-1.0.1-released-with-code-builder-support.aspx

Microsoft has released a new version of Minecraft: Education Edition that adds support for Code Builder

Code Builder is an extension for Minecraft that lets users perform typical Minecraft functions through code. It connects to ScratchX, Tynker and Microsoft’s new open source development tool, MakeCode.

Minecraft’s changelog page.

Teacher training materials for Code Builder for Minecraft: Education Edition can be found at education.minecraft.net/trainings/code-builder-for-minecraft-education-edition.

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more on Minecraft in Education in this IMS blog
http://blog.stcloudstate.edu/ims?s=+minecraft

minecraft in K12

Minecraft: more than just a game

Posted on

One of the big draws of the Raspberry Pi is to learn programming. It can be used to learn to program Ruby, Python, Scratch, and even setup your own web server.

More for the use of MineCraft in Education in this blog:

http://blog.stcloudstate.edu/ims/?s=minecraft&submit=Search

Minecraft for Math

6 Minecraft lesson ideas for your Common Core math class

http://www.eschoolnews.com/2014/12/01/minecraft-lesson-ideas-243


Minecraft EDU – Part 3: Mathematics on the Farm

http://www.classthink.com/2014/01/24/minecraft-edu-part-3-mathematics-farm/

Engage NY Module 3 Area and Perimeter Minecraft Math activity

http://www.teacherspayteachers.com/Product/Engage-NY-Module-3-Area-and-Perimeter-Minecraft-Math-activity-1570866

Mathematica Minecraft

http://mathematica.stackexchange.com/questions/19669/mathematica-minecraft

 

Minecraft: Games and Gamification

The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014

http://www.minecraftexperience.net/G4C2014+Panel

Extended Description:

Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?

In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.

Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.

This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.

Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.

How are players, educators and researchers invited to contribute?

  • project wiki to prod, poke, stimulate and support crowd sourced content and dialog
  • live youth speakers on the panel
  • social media and wiki activity in lead-up using selected #minecraftproject
  • video inclusions of educators, parents, kids/youth arguments, evidence and questions
  • promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
  • livestream of the panel to global contributors with live feedback and questions.

Who could benefit from joining this project and attending the G4C 2014 panel session?

  • Educators seeking to understand Minecraft’s value to learning
  • Programs seeking to adapt Minecraft as part of a program of impact or change.
  • Game designers seeking to build in its wake
  • Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.

http://www.stevehargadon.com/2014/04/learning-revolution-conference-schedule.html

http://www.connectsafely.org/teacher-teaching-minecraft-looks-like/

http://www.pearltrees.com/#/N-f=1_10785583&N-fa=3358517&N-p=105030132&N-play=0&N-s=1_10785583&N-u=1_372724

http://gamesandimpact.org/members/bronst/activity/friends/

IM554 discussion on GBL

IM554 discussion on Game Based Learning

Here is the “literature”:
http://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re

Here are also Slideshare shows from conferences’ presentations on the topic:

https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach

https://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings

Topic :Gaming and Gamification in Academic Settings

  1. Intro: why is it important to discuss this trend
    1. The fabric of the current K12 and higher ed students: Millennials and Gen Z
    2. The pedagogical theories and namely constructivism
      1. Csikszentmihalyi’s “flow” concept (being in the zone)
      2. Active learning
      3. Sociocultural Theory
      4. Project-Based Learning
    3. The general milieu of increasing technology presence, particularly of gaming environment
    4. The New Media Consortium and the Horizon Report

Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?

  1. Definition and delineation
    1. Games
    2. Serious Games
    3. Gamification
    4. Game-based learning
    5. Digital game-based learning
    6. Games versus gamification
    7. Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?

  1. Gaming and Gamification
    1. Pros
    2. Cons
    3. Debates

Discussion: Which side are you on and why?

  1. Gaming and Gamification and BYOD (or BYOx)
    1. gaming consoles versus gaming over wi-fi
    2. gaming using mobile devices instead of consoles
    3. human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )

Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?

  1. Gaming in Education
    1. student motivation, student-centered learning, personalized learning
    2. continued practice, clear goals and immediate feedback
    3. project-based learning, Minecraft and SimCity EDU
    4. Gamification of learning versus learning with games
    5. organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
    6. the “chocolate-covered broccoli” problem

Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?

  1. Gaming in an academic library
    1. why the academic library? sandbox for experimentation
    2. the connection between digital literacy and gaming and gamificiation
    3. Gilchrist and Zald’s model for instruction design through assessment
    4. the new type of library instruction:
      in house versus out-of-the box games. Gamification of the process
      http://web.stcloudstate.edu/pmiltenoff/bi/

Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?

  1. Gaming, gamification and assessment (badges)
    1. inability of current assessments to evaluate games as part of the learning process
    2. “microcredentialing” through digital badges
    3. Mozilla Open Badges and Badgestack
    4. leaderboards

Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?

game consoles

Microsoft kills off Xbox 360 after more than a decade

http://www.telegraph.co.uk/technology/2016/04/21/microsoft-kills-off-xbox-360-after-more-than-a-decade/

more about game consoles in this IMS blog:
http://blog.stcloudstate.edu/ims?s=xbox

virtual reality


bettshow

British Educational Training and Technology Show

http://www.bettshow.com

an annual trade show in the United Kingdom that showcases the use of information technology in education. The show has also expanded from being a purely technology show, and whilst it has played host to companies ranging from multinationals Microsoft, Google and Apple Inc. to small single-product firms, it has also created themed zones for exhibitors, such as those specialising in SEN provision. New for 2015 is its “Bett Futures” feature, which aims to select and promote 30 educational technology start-ups, selected by a panel of expert educators.[3](https://en.wikipedia.org/wiki/BETT)

Examples:
http://www.bettshow.com/Content/Microsoft-Learn-Live-Theatre
Minecraft in Education
1:1 with Surface at Hogwarts School of Witchcraft & Wizardry (http://www.bettshow.com/content/Microsoft-Learn-Live-Theatre#ixzz3x8gaFOrQ)

15:10 – 15:40
Technology in Higher Education Summit
As we continue to move into a more digital world, the digital badge has been heralded as a means to demonstrate evidence of work online, an alternate method of accreditation, and a solution to support, guide and motive learners. With examples from a university ahead of the curve in the use of digital badges, learn what roles badges could have in your teaching

http://www.bettshow.com/Seminar/Spotlight-on-e-porfoilios-and-digital-badges#ixzz3x9DOjm94

effective presentations

Plan

  1. effective presentations
    1. reality: more dynamic environment/two way conversation
    2. conversation does not stop with the end of the presentation
    3. data-mining
    4. communities and connectivity
  2. PowerPoint (the Death of)
  3. Alternatives to PowerPoint

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More on presentations in this IMS blog:

free image sources:

http://blog.stcloudstate.edu/ims/2014/06/01/social-media-and-presentations-free-image-sources/

Presentation tools for teachers:

http://blog.stcloudstate.edu/ims/2013/09/30/the-5-best-free-slideshow-presentation-and-creation-tools-for-teachers/

http://blog.stcloudstate.edu/ims/2014/07/09/2014-best-educational-web-sites/

Basics of design:

http://blog.stcloudstate.edu/ims/2013/01/22/basics-of-design/

 

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