sounds quite simple, but incredibly difficult to implement
not only are kids learning 21st cent skills but also common core that we care about (?)
connected learning is not:
kahn academy et al as the answer - that's not the digital media we're talking about
what we've learned from spending time with kids online
media usage study - 7-8 hrs a day - when multi-tasking - could count as 10 hrs a day
we're concerned much less with hrs and much more with - what are they doing...
discrepancy - how engaged kids are online - and how diff it is from school classroom
first place we turn to for spaces for playing and tinkering... libraries.. youmedia
StudentSpeak Webisode 15 from Spotlight on Vimeo.
how incredibly important performance is to kids - but to their peers - not to adults...
what is the experience we want youth to have... what is the roll of youth, adults, digital media
can it maybe be - what is the experience each person wants to have? could we even simply - facilitate curiosity from within?
reimagining new ideas - is hard to do on your own - new ideas often come from adjacent domains
found - game design is very similar to curricular development
we started thinking of game design as pedagogy
what curriculum and pedagogy can look like if we bring two extraordinary worlds together
quest to learn:
grades 6-9 in nyc - opened in 2009
designed to leverage the digital lives of kids.. game-like learning
game design is this generations mode of discourse
above - core assumptions about innovation - via mit media lab
how do we integrate this
it's not clear to me that that can only happen in schools - learning everywhere - learning through networks...
network the informal world..
how do you use a connection between in and out of school to create safe spaces for adults to learn..
it's not clear to me that we have these spaces for educators either
we need a new narrative.. indeed..
oh my. i love your thinking Connie..
we need to hear you more..