Tuesday, April 24, 2012
Katie and Howard:
hrheingold: More resources about Katie: http://dmlcentral.net/search/node/Katie%20Salen
notes from this session
1. creating a need to know
2. game design as creating spaces of possibility - through design of rules
start with content.. but then give space for learners to push the edges
3. flat classroom - expertise and authority is shared and distributed
multiplicity and overlap of ideas
games - constantly giving you shifting opportunities to do work under a core set of mechanics
game designers job is to design a space where player can be successful..
all their work starts with the standards.. and common core
if game designers job is to design a space where player can be successful..
let's design a game .. where there's nothing to prove...
why are we so obsessed with measuring.. why are we not creating spaces where that doesn't exist..
question: How do you know which part of your curriculum or lesson is not working when so much is integrated?
what is it one must do to be successful in this space.. multiple choice test.. decodes a system - to be successful
taking a test is a part of everyone's life..
don't to send kids into standardized tests with no pre