Jewish Education Project 1 of 3

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Transcript of Jewish Education Project 1 of 3

Games-based Learning in Congregational Schools

Barry Joseph (barry@globalkids.org)

Global Kids + The Jewish Education Project = Engaged Learners

What are the content areas in which you envision using games?

• History, Hebrew, Ethics/ Pikei Avot • Lifecycle events, learning Hebrew • everything from reviewing Hebrew to looking at

holidays and values through a different lens. • EVERY LESSON! • Israel; history; Hebrew • Conversational Hebrew is my top choice. Next would

be something about Jewish ethics. • history • trope, jewish history, culture, holidays, values. • all!

Agenda9:30 - 9:45 Icebreaker9:45 - 10:10 Introductions10:10-10:20 Share Out10:20-10:40 Games-Based Learning Overview BREAK10:50-11:25 Design a Game11:25-11:40 Case Studies11:40-11:50 Next Steps11:50-11:55 On Your Own11:55-12:00 Closing

From games are dangerous...

Carole Artigiani, Global Kids, Inc.

... to the New Norm

Al Gore

CONNIE YOWELL - MACARTHUR

... TO LEARNING

FROM EDUCATION ...

... TO PARTICIPATORY LEARNING

FROM INFORMATION CONSUMPTION ...

CONNIE YOWELL - MACARTHUR

... TO NETWORKS

FROM INSTITUTIONS ...

CONNIE YOWELL - MACARTHUR

Game Changer, Joan Ganz Cooney Center

“Digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America.”

“On an average day, children as young as eight spend as many hours engaged in media activity as they spend in school; three-quarters of American children play computer and video games.”

“Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st-century skills.”

• Content (from rich vocabulary to science to history)

• Skills (from literacy to math to complex problem-solving)

• Creation of artifacts(from videos to software code)

• Systems thinking(how changing one element affects relationships as a whole)

Game Changer, Joan Ganz Cooney Center

Jane McGonigal

Use of Digital Media K-12A majority of teachers are using digital media, with applications including instruction, lesson planning, communications and professional development.

PBS: DIGITALLY INCLINED

Games are #1Teachers most value digital media for games for students.

PBS: DIGITALLY INCLINED

YOUTH: BY THE NUMBERS

YOUTH: BY THE NUMBERS

YOUTH: BY THE NUMBERS

YOUTH: BY THE NUMBERS

Games-based Learning

Drill & Skill

Critical Gameplay

Games-based Learning

Serious Games

Games-based Learning

Game Design

Games-based Learning

Grow A Card Game

CATEGORIES:

GREEN = VERBSYELLOW = ISSUEPINK = GAMESBLUE = VALUES

STEP 1: SPLIT INTO GROUPS

STEP 2:PICK ONE BLUE VALUE CARD ANDDISCUSS WITH YOUR GROUPA GAME THAT YOU THINKHAS THIS VALUE.

Grow A Card Game

STEP 3: ADD A PINK GAME CARD.

STEP 4:DISCUSS HOW THAT GAME CAN BE “MODDED” TO EXPRESS THE PRESENCE OR ABSENCE OF THE VALUE. DISCUSS WITH YOUR NEIGHBORA GAME THAT YOU THINKHAS THIS VALUE.

+

Grow A Card Game

STEP 5: KEEP THE BLUE; LOSE THE PINK.

STEP 6:PICK A GREEN VERB CARD.

STEP 7: OBEY THE YELLOW ISSUE CARD.

STEP 8: COMBINE THE THREE TO CREATE A NEW VALUES-BASED GAME!

Grow A Card Game

Games-based Learning in Congregational Schools

Barry Joseph (barry@globalkids.org)

Global Kids + The Jewish Education Project = Engaged Learners