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Showing posts with label teachers. Show all posts
Showing posts with label teachers. Show all posts

Saturday, May 4, 2013

Revised Site Content (Version 1.22)


I Love Games!!!


What?

Welcome to I Love Games!  This is a unique Global Project Based Learning (GPBL) experience.  This project is focused on harnessing student’s innate love of games, all kinds of games.  Students will be asked to share their favorite games and discuss the Who, What, When, Where, Why and most importantly the How of their games.  They will do this in two main ways.  First they will be required to participate in a blog that will expose them to students from other areas of the world, (their locations depend on the participants at any moment).  This will be ongoing throughout the experience, and the main experience will be the creation of a showcase of their chosen game.  This can be any number of visual media such as PowerPoint, Keynote, Google Presentation, SlideShare, Comic Book pages, Animoto video, traditional video, or even stop motion animation, and several helpful tools have been suggested here. 



Students will need access to a computer with Internet access, the software or web apps to create the main project, and the ability to comment on blogs.  It might also be useful to have a microphone and a camera or webcam depending on the project that is made.

Student Activities

Pre activity: As your students begin this experience they need to take the Before survey.  This is a simple survey that will ask them about games they like to play, types of games they play, who they play their games with, where they like to play them, and where they live.  (The information gathered here will be showcased on the site so they can see how their contribution made a difference, and what the overall data says about games.)

Activity #1: Students will decide what game they are going to choose as the one they will present.  Then they will research the game that they chose so that they will have information to create their final project with.  They will complete a research template.

Activity #2: Students will explore the different tools that they may use for this project.  They will spend time exploring them and then choose which tool they are going to use for the final product.

Activity #3:  Students will make a project showcasing their game.  They will bring together their research from Activity #1 and the tool they chose in Activity #2.  This will be the main proof of success!   This project will be showcased on the project website.  The site creator and each student’s home teacher will jointly choose which projects will be displayed.

Activity #4: Students will comment on the site blog and engage in a conversation about games with other participants.   Because this project is suitable for students of any age the blog spaces will be broken down into appropriate age groupings, such as ages 5-7, 8-12, 13-15, and 16-18.  This will allow more educationally specific and appropriate interactions between students.  This activity will be ongoing, and will require at least 5 posts per participant (or 5 per group depending on age). The oversight of how many posts in a certain amount of time may vary by age and will be managed by the home teacher.  Students may also choose to participate in Skype or Hangout sessions with each other if this is possible due to geography and technological concerns.  They may also wish to post videos playing their game of choice if possible.

Exit Activity: Students and Instructors will take the exit survey.  This survey seeks to guide the future development of this GPBL experience and provide useful and interesting data to the exiting participants.

What are the learning objectives?

·      Students will communicate via blog
o   This will foster good digital citizenship.
·      Students will research their chosen game
o   This will create a knowledge base from which to complete their project.
·      Students will create a multimedia presentation.
o   This will allow them to write and communicate their personal identity.
o   If done with others it will foster collaboration.
·      Students will develop a greater global awareness of other students.
o   This will foster understanding of other cultures.

What are the standards that are addressed?


  • The Common Core standard that is the focus of this experience is:
    • Writing Standard 6.  This standard focuses on collaboration on different levels.  Either face to face communication, or a wide focus, which this GPBL experience provides via learning to blog effectively.



  • The ISTE (International Society for Technology in Education) NETS-S (National Education Technology Standards for Students) standards that are addressed in this experience are:

  1. Creativity and Innovation
  2. Communication and Collaboration
  3. Research and Information Fluency
  4. Critical Thinking, Problem Solving, and Decision Making
  5. Digital Citizenship
  6. Technology Operations and Concepts

Who?

Students are eligible from ages 5 to 19.  Each home teacher will decide the appropriate level of participation for his or her students.  You are their teacher, and you know your students best.  If this is a group of 6 year olds you might want to do this in a large group setting, discuss the topics, and then input the information at another time and show the students what they created.  If this is a group of 14 year olds, this would be appropriate as a paired or even individual learning experience as well.

The Project host is Dustin Ellis.  Mr. Ellis is a 4th grade teacher in Ventura County California, USA.  I love to play!  During the year I like to run, bike, play crazy games with my family, and video games with my children.  I like all sorts of games, board games, puzzles, crosswords, Sudoku, and especially trivia games!  My students are a happy bunch, that love to play all sorts of games too, and even more than play them they love to share their games with each other.  It is common for these students to have long talks about baseball, Pokemon, Minecraft, different card games, you name it, they love to play and share.


When?

This GPBL experience has two sessions during the year.  The first session will be from October to December, and the next will be January to March.  You need not begin in the beginning or end at the ending.  These are windows of time, and you can complete the project at your desired pace.  Some will progress and finish rapidly and others will need more time. 


Why?

In the world that we live in it is clear to see that there is much to be concerned about, but there is also much to be joyful about.  We all get a smile out of watching a young person wrapped in the fun of a game.  Seeing them make connections with others as they play!  Play is universal, and it is something that we can all share.  If you were to ask a young person to talk about their favorite game the response would be lengthy and very detailed no doubt.  This GPBL experience seeks to share that joy and create connections where there were none before, not by connecting cricket players all around the world, but by connecting people that love to play, and expose them to the joy of games they may or may not know about. 

This experience is an effective first step into the world of Global Learning.  It is a safe, easy and fun way to make connections with others that you would otherwise have no reason to connect with.

Friday, March 29, 2013

Some Rights Reserved



Creative Commons is a non-profit organization that provides free copyright licenses that give you permission to share your work with others in the way that you like.  These licenses allow you to change the terms of your work from "all rights reserved" to "some rights reserved" so that you may easily share your work with others. Creative Commons provides licenses that come in several different flavors. From least restrictive to most restrictive they are:


Attribution (CC BY) "This license lets others distribute, remix, tweak, and build upon your work, even commercially, as long as they credit you for the original creation." (About the Licenses, n.d.)

Attribution-ShareAlike (CC BY-SA) "This license lets others remix, tweak, and build upon your work even for commercial purposes, as long as they credit you and license their new creations under the identical terms." (About the Licenses, n.d.)

Attribution-NonDerivs (CC BY-ND) "This license allows for redistribution, commercial and non-commercial, as long as it is passes along unchanged and in whole, with credit to you." (About the Licenses, n.d.)

Attribution-NonCommercial (CC BY-NC) "This license lets others temix, tweak, and build upon your work non-commercially, and although their new works must also acknowledge you and be non-commercial, they don't have to license their derivative works on the same terms." (About the Licenses, n.d.)

Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) "This license lets others remix, tweak, and build upon you work non-commercially, as long as they credit you and license their new creations under the identical terms." (About the Licenses, n.d.)

Attribution-NonCommercial-NonDerivis (CC BY-NC-ND) "This license only allows other to download your works and share them with others as long as they credit you, but they can't change them in any way or use them commercially." (About the Licenses, n.d.)

Here is a clever info-graphic to help you understand which license you need (click info-graphic to go to it's creators home and see it full size).




As you can see Creative Commons is a new way to think about Copyright for the current day.  With computers and the Internet sharing has become ubiquitous. Without an equally current way to protect the rights of creative people and their property we will continue to move toward an ever more litigious culture where accidental or innocent use of easily obtained media could cause more and more problems.  Creative Commons seeks to remedy this with its idea that this is a world where we share things on a daily basis, and as long as one is willing to give credit where credit is due, permission is granted.  And after all, isn't sharing what we teach our kids at an early age?  This make great sense to me!  

Creative Commons (n.d.). About the Licenses. Retrieved from http://creativecommons.org/
Missfeldt, Martin (2012) What means Creative Commons [infographic] Retrieved March 29, 2013 from http://www.tagseoblog.com/what-means-creative-commons-infographic





Thursday, March 28, 2013

Fair Use for Teachers


Contrary to popular belief, Copyright law is not merely a tool to help people make money.  Originally “it gives copyright holders a set of exclusive rights for a limited time period as an incentive to create works that ultimately enrich society as a whole.” (Fair Use FAQ, n.d.)  It protects the original content creator, but it is also meant to improve the culture of people as a whole.  As a result there are some ways to use copyrighted content legally.  These ways are generally referred to as Fair-Use.


Fair use can be separated into four different areas.


  1. What is the purpose of your copyrighted work?
  2. What is the nature of your copyrighted work?
  3. How much of the work are you going to use?
  4. Will you harm the market for this product by using the material?
(Wright, n.d.)

These four elements form a sort of test.  The first element is the purpose.  If it is intended as a comment, criticism or parody it may be allowed. The second element is the nature of the original work.  If the work is fact-based then your chances of fair use go up, if the work is creative in nature then your chances of fair use go down.  The third element is how much you are going to use.  If you copy and paste most of the original work then this is a problem, if you choose only the heart of the work this is also a problem, but if you only use a very minor part of the whole you may be safe. The final element deals with harming the original creator’s ability to make money with the product.  If the reuse you undertake will harm the original author’s ability to make money this is a no go!
As you can see there is very little cut and dry in the Fair Use provisions of Copyright law.  “Section 107 contains a list of the various purposes for which the reproduction of a particular work may be considered fair, such as criticism, comment, news reporting, teaching, scholarship, and research.” (Fair Use, 2012)  This is the original text of the law, and if the original spirit of the law is adhered to, then the conscientious educator should not have big problems using copyrighted works for educational purposes.  But care should be taken to understand the law and one should always consider the four areas listed above as a sort of basic test, or use this test.  If your use passes the test then proceed with caution.




Electronic Frontier Foundation (n.d.). Fair Use Frequently Asked Questions. Retrieved from http://www.teachingcopyright.org/

U.S. Copyright Office (2012). Fair Use. Retrieved from http://www.copyright.gov/

Wright, Vivian (n.d.). Fair Use Simply Explained. Retrieved from http://www.thecopyrightsite.org/