Digital Content and Games: Where the Rubber Meets the Road

Location: Room 217D

Listen and learn

[Listen and learn : Panel]

Wednesday, June 28, 12:00–1:00 pm
Location: Room 217D

Dr. Kecia Ray   Dr. Kari Stubbs  
This panel unpacks customer needs and industry innovation surrounding digital content and education games through dialogue anchored by publications by the Center for Digital Education. This engaging conversation includes voices from district leaders in the field as well as thought leaders and content providers.

Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Focus: Digital age teaching & learning
Topic: Games and simulations
Grade level: PK-12
Subject area: STEM/STEAM
ISTE Standards: Students : Creative communicator
Teachers : Design and develop digital age learning experiences and assessments
Students : Knowledge constructor
Additional detail: ISTE author presentation, Session recorded for video-on-demand, Session will be simulcast live
Related exhibitors: BrainPOP

Digital tote resources

Proposal summary

Purpose & objective

This panel brings together district executives alongside digital content creators and a national research and advisory institute specializing in K-12 education technology trends to discuss both current practice and the future of digital content and the use of games in transformational ways. The conversation will be anchored by the results of a digital district survey on games and a publication on choosing digital content and curriculum. It aims to unpack current trends in practice as well as offer a meaningful opportunity for dialogue around what districts need and how digital content providers are responding - from personalized learning opportunities to tools that rethink how to engage kids in critical thinking and metacognition. Evidence of success will be explored from multiple perspectives, including the research by the Center for Digital Education.

Outline

This engaging session folds in opportunities for attendees to engage in a variety of ways. Intentionally, we’ve included a moderated panel that includes audience Q&A, as well as a personalized quiz to engage attendees on a personal level and provide context for the discussion.

Introduction of presenters who bring a array of backgrounds to to the conversation. (5 minutes)
Whole Class Quiz to to highlight and personalize the content of the session. Attendees will complete a customized digital quiz to set expectations and context for the session. (5 minutes)
Findings from two recent Center for Digital Education Publications (5 minutes)
A Digital Content Snapshot (10 minutes)
A panel discussion around rethinking the role of digital content and games for learning via a moderated panel (10 minutes)
Innovation in the field - examples from one digital content provider on tools for reflection, critical thinking, and analysis (5 minutes)
Moderated panel including Q&A with Audience (10 minutes)
Wrap Up. (5 minutes)

Supporting research

Anderson-Inman, L (2015). The Science Behind Ideaphora: Applying Insights from Research and User Activity to Online Knowledge Mapping. Retrieved on September 14, 2016 from https://cdn-educators.brainpop.com/wp-content/uploads/2015/12/The_Science_Behind_Ideaphora_White_Paper.pdf

Duncan, C, Hoxie A, Miklasz, K (2016). Understanding Data Dashboards: Where Needs and Design Meet

Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2014). Empowering Educators: Supporting Student Progress in the Classroom with Digital Games. Ann Arbor: University of Michigan. http://gamesandlearning.umich.edu/a-games/

Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2015). Empowering Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2). Ann Arbor: University of Michigan. http://gamesandlearning.umich.edu/a-games/

Hirumi , Atsusi (2010) Playing Games in School: Video Games and Simulations for Primary and Secondary Education ISTE Publication

Preston, C (2015) Visual Information is a Fundamental Element in Learning. Retrieved on September 14th, 2016 at https://cdn-educators.brainpop.com/wp-content/uploads/2015/11/Case-Study-Engaging-pupils-in-learning-using-interactive-video-quizzes-and-games.pdf

Squire, Kurt (2011). Video Games and Learning: Teaching... in the Digital Age http://www.brainpop.com/educators/community/printable/book-review-video-games-learning-teaching-participatory-culture-digital-age/

SEG. (2009) A Study of the Effectiveness of BrainPOP. Retrieved on September 14, 2016 at http://www.brainpop.com/educators/community/effectiveness-study/

More...

Presenters

Dr. Kecia Ray, Center for Digital Education

Dr. Kari Stubbs, BrainPOP, former ISTE Board

Dr. Kari Stubbs is an internationally recognized educator who began her career as a school teacher. She currently serves as Vice President of Learning and Innovation at BrainPOP, and serves on the SXSWedu, FETC, and Horizon K12 Report advisory boards. She recently completed her tenure on the board of directors for ISTE. Kari has presented extensively on education technology across the United States and around the globe from Shanghai and Dubai to Australia, Prague, and beyond. She’s received the "Making It Happen" Award, was recognized as "20 to Watch," and Microsoft's Education VP named her a Global Hero in Education.


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San Antonio

June 25-28, 2017

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