Procuring digital preservation CAN be quick and painless with our new dynamic...
Digital citizenship. Game on.
1. Terran Marine cc licensed ( BY NC ) flickr photo by Lord Dane:
http://flickr.com/photos/lord_dane/5058487375/
GAME ON!
Developing digital
citizenship; why
schools should use
online games and
gaming.
2. Navigating the way.
“an appreciation of information
literacy, personal responsibility
and accountability” Jukes, McCain and
Crockett, 2010. p.67)
Puerto Vallarta – compass shot 1
cc licensed ( BY NC ) flickr photo by retro traveler:
http://flickr.com/photos/kahunna/104278812/
3. cc licensed ( BY SA ) flickr photo by JohnGreenaway: http://flickr.com/
photos/johngreenaway/3356358479/
Digital
Access
Commerce
Communication
Literacy
Etiquette
Law
Rights and
Responsibilities
Health and Wellness
Security
4. Priorities changes ahead cc licensed ( BY SA ) flickr photo by reidrac:
http://flickr.com/photos/reidrac/4371882781/
5. Taking a different perspective.
Glasses
cc licensed ( BY ) flickr photo by 0xMatheus:
http://flickr.com/photos/hm_matheus/4609827016/
6. Evaluating the skills and knowledge students
need to learn effectively in order to live
productive lives. (ISTE, 2007)
Meeting the
standards
Measuring Distance cc
licensed ( BY NC SA ) flickr
photo by Chandra Marsono:
http://flickr.com/photos/cha
ndramarsono/4324373384/
7. Through sandbox games players
can design and build
complicated projects over time.
(Shaffer 2006, p. 168)
Box im sand cc licensed ( BY NC SA ) flickr
photo by adesigna:
http://flickr.com/photos/adesigna/164036825/
8. Achieving standards in research
and information fluency.
Search, organise, locate, analyse, evaluate.
My #gamestorming game plan for ADL today cc licensed ( BY ) flickr photo by
Aaron E. Silvers: http://flickr.com/photos/silvers/5878709112/
9. Adventures in copyright cc licensed ( BY SA ) flickr photo by opensourceway: http://flickr.com/photos/opensourceway/5392982171/
Students understand human, cultural and societal
issues related to technology and practice legal and
ethical behaviour. (ISTE 2007)
10. Rise to the
challenge.
Develop innovation,
imagination
and creativity.
Untitled cc licensed ( BY NC SA ) flickr photo by *m22:
http://flickr.com/photos/mtischendorf/6156479672/
11. Discussion Questions
What might be the effect on internet addiction
amongst our children if we utilize online games
for educational purposes?
How are our schools poised to develop the use of
online games within the curriculum?
What are the key attitudes teachers, parents and
administrators must adopt if games are to be
incorporated into the curriculum?
Question marks cc licensed ( BY SA ) flickr photo by Jilligan86:
http://flickr.com/photos/gillian_m/448800043/
12. Recommended reading
Gee, J. P. (2007). What video games have to teach us about
learning and literacy. Basingstoke: Palgrave Macmillan.
Jukes, I., McCain, T. D. E., Crockett, L., & 21st Century Fluency
Project. (2010). Understanding the digital generation:
Teaching and learning in the new digital landscape. Kelowna,
BC: 21st Century Fluency Project.
McGonigal, J. (2011). Reality is broken: Why games make us
better and how they can change the world. New York:
Penguin Press.
Ribble, M., & Bailey, G. D. (2007). Digital citizenship in schools.
Eugene, Or: International Society for Technology in
Education.
Thomas, D., & Brown, J. S. (2011). A new culture of learning:
Cultivating the imagination for a world of constant change.
Lexington, Ky: CreateSpace?.
Reading in Bed
cc licensed ( BY ) flickr photo by Artotem:
http://flickr.com/photos/artotemsco/4806204752