the safety part of game-based learning
DESCRIPTION
A brief preso of research-based ideas on safety and citizenship in digital environments and games at schoolTRANSCRIPT
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Confirmingcommon sense
“Youth who engage in online aggressivebehavior … are more than twice as likely to report online interpersonal victimization.” – Archives of Pediatrics, 2007
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What we now know
...from youth-risk research:Harassment & cyberbullying =
most common riskNot all youth are equally at risk A child’s psychosocial makeup & environment
are better predictors of online risk than the technology he or she uses
No single technological development can solve youth online risk
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Elements of digital citizenship
• Access & participation (“civic engagement”)
• Norms of behavior ("good citizenship”)
• The 3 literacies of a digital age:
digital literacy, media literacy, social literacy
• Rights and responsibilities
• A sense of belonging or community online
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The pillars of citizenship
learning
Photo by Julian Turner
• Infrastructure
• Practice
• Guidance
• Agency
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The 4th pillar’s strengthA student-centric approach that fosters…
• A sense of competence
• Autonomy or agency
• Relatedness or relevance
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Get the ‘pool’ into school!
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• Digital, media, and social literacy• The safety and support of community• Citizens’ self-awareness as stakeholders in social well-being, agents for social change• Practice in collaborative problem-solving• Opportunities to co-create the social norms of social media and a networked world• Opportunities to exercise leadership• The enjoyment of its rights
Benefits of citizenship
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Some of the literacies from social media use
• Socially and materially distributed cognition
• Collective intelligence
• Collaborative problem-solving practices
• Computational thinking
• Reciprocal apprenticeship
• Appropriation
• Transmedia navigation
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For good game design & greater safety
• Lighten up
• Release control
• Support player/learner agency
• Create a (psychologically) safe space
• Model what we want to see
• Set shared values (not just rules)