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I recently attended the Serious Play conference in Redmond, Washington (the home of Microsoft), and one thing that stood out to me was all the talk about "21st Century skills," and how game-based learning (GBL) could help students acquire them.
21st Century Skills The Serious Play conference provided diverse perspectives regarding what people think 21st Century skills actually are, ranging from Virtual IQ, empathy, leadership, and ethics, to collaboration, communication, innovation, entrepreneurship, global perspective, and critical thinking. Initiatives such as the Common Core tend to focus on core academic subjects: reading, mathematics, science, and STEM areas rather than the broader skills that are reflected in the 21st Century toolset. In this graphic the colorful arch represents student outcomes and the "pools" beneath the arch represent the support systems for facilitating those outcomes.
Those approaching learning from the game design side stop with this big picture, abstract notion of 21st Century skills, while those with an education background tend to gravitate more towards supporting traditional subjects and attempting to tack these other things on to an existing model. Being able to think creatively and critically, solve problems, evaluate information, be a self-directed learner, use advanced communication tools, and understand the societal rules by which the world and its information-based economy operate, are more critical skills than are knowing specific algebraic equations, the atomic weight of cobalt, or how to wire a lamp, when any of those things can be looked up online and a video can be watched to explain any process.
Join the conversation about game-based learning and 21st Century skills on Google+ or Twitter. One of the greatest misconceptions in education today is that certain teachers have a higher natural aptitude in technology than others. This inspirationalgraphic sets out to disprove that notion and remind the audience that external skills are only a function of the internal dispositions that allowed them to grow. Your infographic delineates the line between the teachers who are paralyzed by the changes brought by technology integration in education and those who are thrilled about the challenges and adventures that it brings. This is a phenomenal graphic- I feel like it could apply to all humans with a special focus on teachers!
Sorry it took a while to reply, but I just wanted to say thanks for all the positive feedback and support. This is a great inforgraphic and explains exactly the misconceptions that many teachers have. In my experience as a teacher I can identify that I have developed some items on this list , I will work on developing . Digging deeper into this… looking for a way to engage thinking with our teachers at the beginning of the year and continue to revitalize during the year. The web is filled with videos, social media chatter, and more resources than your brain can handle. Encouraging Critical Thinking Online is a set of free teaching resources designed to develop students' analytic abilities, using the Web as source material.
By EdTech Team Updated on march 2, 2015 : The original list that was created in 2011 comprised 33 skills , after reviewing it we decided to do some merging and finally ended up with the 20 skills below.
In an interview with James Bellanca, education scholar Linda Darling-Hammond clearly delineates 3 practices administrators must engage in to bring our schools into the 21st century. EDUCERI a€? Centre for Educational Research and Innovation (CERI) - Brain and Learning Is the current classroom model of learning a€?brain-unfriendlya€??
There is growing confusion these days about education and what the classroom should look like. Whether you’re a parent, teacher, business leader, or simply a member of our community that cares about the future of our local economy, you’ll want to watch our video to see how our local classrooms and superintendents are working together with nonprofit organizations and our business community to give our students the skills they need to succeed in school, and in life.
The superintendents of schools from Fargo, Moorhead and West Fargo are working with United Way and the GFMEDC to enhance K-12 curriculum with project based learning that includes a stronger focus on measuring the "four Cs" – communication, collaboration, critical thinking and creativity. Communicating 21st century skill developments with stakeholders and the business community. The teachers and leaders at our local school districts are working hard to meet the needs of our students and respond to the need for a skilled workforce. To see how the school in your community is focusing on "EDUCATION THAT WORKS" click their logo below.
Education that Works is a collaborative effort among the Greater Fargo Moorhead Economic Develoment Corporation, United Way of Cass-Clay, and the Fargo, Moorhead and West Fargo Public School Districts.
Educators across the country are turning to educational technology to enhance the classroom experience and make learning more engaging and compelling for students.
The role of technology in designing a modern education is a gray area, though, because educators aren't planning their approach on a level playing field.
In many ways, bringing devices such as iPads and smartboards into classrooms is still a brave new world, says Tosin Williams, an eight-year teacher with Inglewood Unified School District in Southern California.
Schools from one coast to the other face shrinking budgets and need cost-effective, long-term technology solutions that won't become outdated in a few short years. Gene Ornstead, director of product marketing for ViewSonic Corporation of Walnut, Calif., a manufacturer of tablets, interactive projectors and other visual technology often deployed in educational settings, says cost plays a large role in schools' decisions to implement different types of educational technology. Bandwidth can be a major concern -- not all schools have a robust IT infrastructure that supports newer educational technology trends, says Dr.



Another challenge: iPads, which have become the device of choice for many school districts due to their ease of use and widespread availability of educational apps, have to be charged, secured and moved about from classroom to classroom.
Technology already is a core part of modern curricula, from education-based apps to real-time tracking of student progress, and the boundary between home and classroom is expected to become more blurred in future generations. But bringing devices that have become standard fare in the American landscape into the classroom better positions students for success outside of the classroom, educators say.
Real-time reporting and comprehensive data tracking also can re-shape the future of standard aptitude testing or college entrance exams. Like many catchwords, collaboration is tossed around without a whole lot of thought given to what it actually means to do it effectively.  If, as Marshall McLuhan insisted, technology is leading us to become a global village, what opportunities should we take advantage of, and what pitfalls should we watch for?
Here are a couple of takes on collaboration, from Ken Blanchard and Sir Ken Robinson.  Watch, learn, and in the spirit of collaboration, talk about them with others. 3 Interesting Takes on Innovation Innovation is one of those words that gets batted around a  lot. What does global citizenship education look like?  How is public education  preparing the next generation for active citizenship and meaningful lives in the 21st century?
The problem with the 21st Century skills concept is that education may not be ready for it just yet. One of the big problems with the game-based education movement is the lack of a clear articulation of exactly what GBL provides for students. Others, such as the International Society for Technology in Education’s (ISTE) NETS standards and the Partnership for 21st Century Skills fall more closely in line with the notion of 21st Century skills that was on display at Serious Play. The arch is fairly clear – it represents the things that this organization and many others believe are important to 21st Century students. We live in a world where technology allows us to compensate for almost any deficiencies in knowledge nearly as quickly as we could recall the information if we had learned it previously. So the answer is that yes, until the Internet crashes and we revert to some previous economic model, these vague 21st Century skills really do need to be the focus of education. This is really the great mystery and, until there is a concrete, empirically supported answer, few educators are going to believe that games can help students learn. Feel free to print it out, drop it in the staff room and let the ideas percolate through your staff. I was very excited to hear about our teachers wanting to shed the idea about becoming experts in tech.
If you add the alphabetical value of every letter of the word attitude you will get a 100 numeric result.
April 1, 2014 by Carrie Gajowski When students at ACS Cobham International School (UK) got iPads, Richard Harrold saw an opportunity. Two units are currently available, each consisting of a series of exercises for classroom or seminar use. Why are students failing to master numeracy and literacy skills efficiently enough to be employable?
We want students to have authentic experiences with solving real-world problems that they are going to experience if they are going to lead in the future. While it is important for a new employee to have math or engineering knowledge, they also need to know how to interact well. The partners of the Education that Works are asking YOU, our community to support them in our efforts. Connected devices such as tablets, smartphones and whiteboards, as well as cloud-based applications, have become standard in many school districts and colleges.
Tablet computers are an effective learning tool, Tosin says, but the way they can be used in classrooms still is being defined -- and there's a fine line between education and entertainment.
Suburban schools in middle- to upper-class neighborhoods may be able to outfit entire classrooms with tablets or desktop computers, but cash-strapped inner-city districts often have to turn elsewhere. Educational applications also have to be managed across the entire fleet of a school's devices.
Coming soon is the day parents can log in from work to check their child's progress in real time, much the same as teachers can see where a student might be struggling with a difficult problem or concept. Without a consensus on the definition of the competencies that GBL promotes, education stakeholders are unlikely to sign on to support an expensive and extensive change in the system that does not present a clear benefit over the existing model. Defining these skills in an educational context is the first step in helping to make educators realize the specific ways in which GBL supports academically focused learning outcomes. One area where this model diverges from the ideas surrounding GBL is in the inclusion of the traditional core subjects as an underlying support for the new competencies.
While there is a certain amount of general, background knowledge needed to even be able to know where to look for new information, the concept of "knowing" something is irreversibly changing to "locating" something, and often seeking that knowledge from social sources rather than established experts.


While the seminal piece on GBL and educational attainment has yet to be written, there are organizations such as the National Center for Research on Evaluation, Standards, & Student Testing (CRESST) at UCLA that are doing serious research on serious games.
I think this is so important to have, especially towards technology in this day and age of constant change. According to a new study on internet usage by different generations, all the content on the web may be coming from some unexpected places. Students are invited to explore the Web and find a number of sites which address the selected topic, and then, in a teacher-led group discussion, to share and discuss their findings.
First is constructing time for teachers to work together on the development of curriculum and assessments.
Our tutorials are used by universities, community colleges, and high schools around the world. Parents, talk to your kids about how they are learning the 4 C’s in school and support them as their classrooms evolve.
As a result, educators are re-thinking their approach to educational standards as technology continues its march upon the nation's classrooms. ViewSonic offers cloud-based educational technology that uses a fraction of the energy of a desktop computer and monitor. Perhaps the biggest drawback, though, is that iPads by their nature were meant to be personal devices, not shared effectively among different classrooms full of students.
The premise is that things like life skills, innovation, and technological literacy will be taught through the core subjects rather than being deliberately focused on.
Given this dramatic shift in what it means to "know" something, it seems reasonable to think that a shift in priorities for education would be justified.
The breakthrough is not far off, and the experts at Serious Play were optimistic that it will be coming sooner rather than later. What was your inspiration or in thinking about re-mixing where were some of the influences that came together for you to create this? Thata€™s because the millennial generation seems to be far and away the most connected and ready to share online. The exercises are designed so that they may be used either consecutively to form a short course, or individually.
Communicate with their teachers and thank them for all they are doing to equip your kids with the skills they need to succeed in school and as they transition into the workforce. The real trick is in figuring out how to assess that students are gaining these skills and to demonstrate that they really are critical in the Digital Age.
At one point, conference organizer and serious games advocate Clark Aldrich stated that, within 3-4 years all testing will be game based, and that when that happens, education will have to follow. Your infographic is an good reminder that it’s so important to jump in and learn from the process! The resources encourage students to think carefully and critically about the information sources they use. That bold prediction will only come true if those supporting GBL can conduct the research that supports the idea that 21st Century skills are the future of education.
The subject matter of the exercises is of relevance to a range of humanities disciplines (most especially, though by no means limited to, philosophy and religious studies), while the research skills gained will be valuable to all students. Supporting these changes in education helps teachers and students succeed—and helps all of us succeed succeed. Are they really more important than the traditional core subjects, and is GBL the best way to foster these abilities in students? I am drawn to them, and often want to dabble in creating my own, but I tend to get so intimidated about how to even begin to design one that I never do.
5, 2011) — Most people view creativity as an asset -- until they come across a creative idea. People dismiss creative ideas in favor of ideas that are purely practical -- tried and true.
Objective evidence shoring up the validity of a creative proposal does not motivate people to accept it. Not only are they engaged in the production of knowledge; they must also be educated to cope with the risks and uncertainties generated by the advance of science.



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