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Yes! Safety inGame-Based  Learning            Anne CollierConnectSafely.org | NetFamilyNews.org      anne@netfamilynews.org
Confirming           common sense            “Youth who engage in               online aggressivebehavior … are more than ...
What we now know...from youth-risk research:Harassment & cyberbullying =   most common riskNot all youth are equally at ...
Elements of digital citizenship• Access & participation (“civic engagement”)• Norms of behavior ("good citizenship”)• The ...
The pillars                                of                         citizenship                            learning     ...
The 4 pillar’s strength         thA student-centric approach that fosters…      • A sense of competence      • Autonomy or...
Get the ‘pool’ into     school!
Benefits of citizenship • Digital, media, and social literacy • The safety and support of community • Citizens’ self-aware...
Some of the literacies from social media use• Socially and materially distributed cognition• Collective intelligence• Coll...
For good game design &     greater safety • Lighten up • Release control • Support player/learner agency • Create a (psych...
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The Safety Part of Game-Based Learning

A brief preso of research-based ideas on safety and citizenship in digital environments and games at school

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The Safety Part of Game-Based Learning

  1. 1. Yes! Safety inGame-Based Learning Anne CollierConnectSafely.org | NetFamilyNews.org anne@netfamilynews.org
  2. 2. Confirming common sense “Youth who engage in online aggressivebehavior … are more than twice aslikely to report online interpersonalvictimization.” – Archives of Pediatrics, 2007
  3. 3. What we now know...from youth-risk research:Harassment & cyberbullying = most common riskNot all youth are equally at risk A child’s psychosocial makeup & environment are better predictors of online risk than the technology he or she uses No single technological development can solve youth online risk
  4. 4. Elements of digital citizenship• Access & participation (“civic engagement”)• Norms of behavior ("good citizenship”)• The 3 literacies of a digital age: digital literacy, media literacy, social literacy• Rights and responsibilities• A sense of belonging or community online
  5. 5. The pillars of citizenship learning • Infrastructure • Practice • Guidance • AgencyPhoto by Julian Turner
  6. 6. The 4 pillar’s strength thA student-centric approach that fosters… • A sense of competence • Autonomy or agency • Relatedness or relevance
  7. 7. Get the ‘pool’ into school!
  8. 8. Benefits of citizenship • Digital, media, and social literacy • The safety and support of community • Citizens’ self-awareness as stakeholders in social well-being, agents for social change • Practice in collaborative problem-solving • Opportunities to co-create the social norms of social media and a networked world • Opportunities to exercise leadership • The enjoyment of its rights
  9. 9. Some of the literacies from social media use• Socially and materially distributed cognition• Collective intelligence• Collaborative problem-solving practices• Computational thinking• Reciprocal apprenticeship• Appropriation• Transmedia navigation
  10. 10. For good game design & greater safety • Lighten up • Release control • Support player/learner agency • Create a (psychologically) safe space • Model what we want to see • Set shared values (not just rules)

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