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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.
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/
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
Priorities changes ahead cc licensed ( BY SA ) flickr photo by reidrac:
http://flickr.com/photos/reidrac/4371882781/
Taking a different perspective.




Glasses
cc licensed ( BY ) flickr photo by 0xMatheus:
http://flickr.com/photos/hm_matheus/4609827016/
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/
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/
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/
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)
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/
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/
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

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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