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	<title>Education Futures &#187; Minneapolis</title>
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	<link>http://www.educationfutures.com</link>
	<description>Exploring a New Paradigm in human capital development, driven by accelerating change.</description>
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		<title>Edison High School is poised to Leapfrog</title>
		<link>http://www.educationfutures.com/2008/08/18/edison-high-school-is-poised-to-leapfrog/</link>
		<comments>http://www.educationfutures.com/2008/08/18/edison-high-school-is-poised-to-leapfrog/#comments</comments>
		<pubDate>Mon, 18 Aug 2008 12:35:53 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Leapfrog]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=729</guid>
		<description><![CDATA[[Cross-posted from Leapfrog Institutes newswire.] Last March, Minneapolis Public Schools announced that Edison High School and Washburn High School will be overhauled in response to under-performance. As part of the &#8220;fresh start&#8221; agenda, nearly all staff members at each school received notice that their contracts would not be renewed, and they would have to reapply [...]]]></description>
			<content:encoded><![CDATA[<p>[<a href="http://www.leapfroginstitutes.org/2008/08/17/edison-high-school-is-poised-to-leapfrog/">Cross-posted from Leapfrog Institutes newswire.</a>]</p>
<p>Last March, <a href="http://www.mpls.k12.mn.us">Minneapolis Public Schools</a> announced that <a href="http://edison.mpls.k12.mn.us/">Edison High School</a> and Washburn High School will be overhauled in response to under-performance.  As part of the &#8220;fresh start&#8221; agenda, nearly all staff members at each school received notice that their contracts would not be renewed, and they would have to reapply for their jobs.  (See <a href="http://minnesota.publicradio.org/display/web/2008/03/21/fresh/">this Minnesota Public Radio story</a> for more information.)  At around the same time, Edison High School and <a href="http://www.leapfroginstitutes.org/">Leapfrog Institutes</a> committed with each other to explore how to build a new culture of innovation within EHS.</p>
<p>At the <a href="http://www.synergy2008.org/welcome/">Synergy 2008 conference</a>, Arthur Harkins and I had an opportunity to interview Assistant Principal Jerry Pederson, Teacher Amy Conger, and Wendie Palazzo, Director of Career and Technical Education for MPS.  We wanted to hear their take on EHS&#8217;s fresh start, and what changes are underway at the school that aims to reflect the tradition of innovation associated with the Edison name:</p>
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		<title>The LeapFrog principles and outcomes</title>
		<link>http://www.educationfutures.com/2008/01/23/the-leapfrog-principles-and-outcomes/</link>
		<comments>http://www.educationfutures.com/2008/01/23/the-leapfrog-principles-and-outcomes/#comments</comments>
		<pubDate>Wed, 23 Jan 2008 16:12:20 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Public Policy]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[Leapfrog]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[Minnesota]]></category>
		<category><![CDATA[presentation]]></category>

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		<description><![CDATA[Slides from last week&#8217;s presentations at Edison High School and the Minnesota House E-12 Education Committee Working Group on High School Redesign: These slides are also posted at the LeapFrog Institutes.]]></description>
			<content:encoded><![CDATA[<p>Slides from last week&#8217;s presentations at Edison High School and the Minnesota House E-12 Education Committee Working Group on High School Redesign:</p>
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<p>These slides are also posted at the <a href="http://leapfroginstitute.org/index.php?option=com_content&#038;task=view&#038;id=12&#038;Itemid=27">LeapFrog Institutes</a>.</p>
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		<title>Games in the Classroom Part 4</title>
		<link>http://www.educationfutures.com/2007/08/17/games-in-the-classroom-part-4/</link>
		<comments>http://www.educationfutures.com/2007/08/17/games-in-the-classroom-part-4/#comments</comments>
		<pubDate>Fri, 17 Aug 2007 19:27:21 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
		<category><![CDATA[brain]]></category>
		<category><![CDATA[change]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[expert systems]]></category>
		<category><![CDATA[ICT]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/08/17/games-in-the-classroom-part-4/</guid>
		<description><![CDATA[Games as Expert Systems It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is [...]]]></description>
			<content:encoded><![CDATA[<p>Games as Expert Systems</p>
<p>It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is not a great teacher!</p>
<p>Teachers have many specialties and interests, but are often not experienced with having been a physicist, psychiatrist, police officer, or an engineer. But they do have expertise in the developmental issues of children; they know how to build relationships, can motivate and engage, and know how to structure learning environments.  These are key attributes if you are going to create a learning outcome with a stranger&#8211; unless you are paying them!</p>
<p>Many teachers believe that if they were able to work with just a few kids over a long period of time, they could create significant growth.  Just imagine working with 32 students over a 55 minute period – how much time would you have with each student if they started and ended when the bell rang?</p>
<p>So what would happen if you to design a computer game based upon teachers&#8217; knowledge of pedagogy and childhood development, with a designers ability to portray and depict complex ideas, a computer programmers ability to design a system, an assessment experts ability to create measure outcomes and performance, and that subject matter experts knowledge?</p>
<p>Perhaps you would have a game. . . A game that could work as an expert system to teach.</p>
<p><a href="http://morphonix.com/neuromatrix_overview.php">Here is one about the brain</a> called Neuromatrix! A secret agent fixing brains. Sounds cool.</p>
<p>How about nano-technology?</p>
<p>Business Week just published a story related to their special report on gaming on theNanoScale game, which  helps players visualize and understand thespatial relationships between objects at all scales, starting with a tiny blue hydrogen atom, shown here next to a buckyball (the name of amolecule of carbon atoms arranged in a pattern of hexagons andpentagons) and a colorful strand of DNA.</p>
<p>This is not the first serious game. Serious games and games in general, according to David Perry at Business Week:</p>
<blockquote><p>Now games are a legitimate academic subject, with many university courses around the world offering degrees in video game design and development. And many game designers and researchers are seeing how games influence cognitive and other skills. This summer, the MacArthur Foundation board announced it will give a $1.1 million grant to fund the Institute of Play, a new middle/high school in New York City focused on making video games. Why? The foundation has found that games are an effective tool to teach information management and other critical skills.</p>
</blockquote>
<p>So are we going to begin to make this happen in our own schools and universities? It seems odd that we would ignore this trend. Training and retaining people is the one of the most expensive things we do.  In addition, when we lose young people in schools, it costs us more. So what can we do to retain our students?</p>
<p>It is my contention that many young people have checked out. Do they know what skills they will need for the work place?  Maybe they see through our worksheets and have found us to be irrelevant, or are they tired of the point-and-talk teaching model that informs the work they do in their tidy rows of desks?</p>
<p>One of the current issues that may need to be addressed is how we bring in the new skills and interests to an older generation who do not know what a Super Monkey Ball is, or even Madden 2008.</p>
<p>In respect  of this, I have begun to create a wiki resource for educators who would like to explore video games as a classroom topic. This wiki has been co-created by teachers who took the class &#8220;video games as learning tools&#8221;, taught at the University of Minnesota.</p>
<p>In this class, we are exploring games for use in the classroom. If you are interested in looking at the syllabus and the activities, as well as finding resources and student reflections on the readings, please go to <a href="http://videogamesaslearningtools.wikispaces.com/">http://videogamesaslearningtools.wikispaces.com/</a></p>
<p>This wiki was created to be a resource for teachers to have structure in the course, but to also co-create the course. Included are the lesson/unit plans I used to create a 6 week unit for middle school and high school students at the Minneapolis Public Schools. The role of the wiki was to create a communal platform where students in the class could have choice in creating content, process, and outcomes in the course.  They were course designers too. This co-creation is a powerful method for teaching, and wikis can support it.</p>
<p>The class itself was not a glorification of video games. It was a practical look at how games can be integrated into the classroom as tools as well and models for designing instruction. Since games are representations of ideas, worlds, concepts, and life, we can have them stand as metaphor to embody any process experientially.</p>
<p>Playing games may not be as rich an experience as taking the kids to the Grand Canyon, but, a game about the Grand Canyon can give you the chance to walk around a well-modeled representation, and maybe even give opportunities being there couldn&#8217;t.  How about the possibility of flying above the canyon, and then landing and kayaking the Colorado River? All of this could be done with games and interactive story telling technology. You could definitely see it all faster in a game.</p>
<p>Also, games can supply us with efficacious design elements. How about this game I designed for developing performance reading? You become part of a music act and create your own image and work through Garage Band. Students take on the role of: the talent, the producer, the publicist, the manager, the designer and create their complete band package—including a MySpace page for networking and sharing your work. This game is simple role playing and use of readily available technology.</p>
<p>Many artists are being discovered through social networking tools. Why not have your students do it at their computer? Here is the slideshow that I presented at</p>
<p>Games structure interaction, they demand mastery, the performance is the assessment, and if they are well-designed, they are fun. Your lesson plans can be this way too. Why not offer work that is really fun and inspires play? It will change your teaching experience.</p>
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<p>So this game is in the tradition of Guitar Hero &amp; Karaoke.  I call it found objects, because all the elements necessary come in many of the computers we currently purchase in schools. In this case, our school had imacs. Often as teachers, we do not have the resources to purchase some of the great games available, but we can use our eyes, ears, and creativity to use the design elements that some of the great games are built upon to build units that might be more fun, playful, and rewarding while building important competencies. I am hoping that teachers think about this and design units that allow them to participate rather than broadcast</p>
<p>The student basically designs a band franchise&#8211; producing an album using off the shelf Imacs and the iLife bundle of software. I looked around and Karaoke software can be just as effective if not more interesting for the fact that the lyrics can be created with it for performance and the creation of that lyric sheet represents an opportunity to think about how they might structure and format a song. We listen to a song to get the lyrics and discuss the qualities. These qualities are used to create a framework for voice and flow.</p>
<p>We have other mini-games in the unit like clapping academy, where we evaluate clapping and make a rubric. This act of co-creation instills buy-in and understanding by the students and is then extended when we co-create the rubrics for the songs and image elements.</p>
<p>The kids look for and create lyrics from poetry, prose, want ads&#8211; whatever—and  read into garage band.</p>
<p>They record their chosen text, and then they comment on their performance reading. We use a fluency scale designed for continuous improvement that we co-create. It is meant as a model to create descriptions for different reading situations and what mastery may look, feel, and sound like with reading.</p>
<p>After they have talked about their track,  they put music behind it, then reflecting upon why they mixed it the way they did.</p>
<p>This unit is intended to teach performance reading – beyond fluency, provide high interest activity, and integrate reflection on reading and emphasize comprehension through a discourse processing model and explore aspects like voice and other literary elements. The intention was to show that games that come prepackaged are great, but that teachers can design games that are effective and use existing technologies and software already available to teach traditional subjects that are relevant to current cultural values and interests.</p>
<p>Yes, it improved reading performance.</p>
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		<title>Taking a short intermission</title>
		<link>http://www.educationfutures.com/2007/08/03/taking-a-short-intermission/</link>
		<comments>http://www.educationfutures.com/2007/08/03/taking-a-short-intermission/#comments</comments>
		<pubDate>Sat, 04 Aug 2007 04:31:30 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[In other news]]></category>
		<category><![CDATA[bridge]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[pictures]]></category>
		<category><![CDATA[University of Minnesota]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/08/03/taking-a-short-intermission/</guid>
		<description><![CDATA[We&#8217;re taking a short intermission from education futures blogging due to the craziness of the past week in Minneapolis. Thankfully none of us or any of our friends or loved ones were involved in the I-35W bridge collapse. Harkins and I were teaching in the UMN-FLACSO joint seminar at the time, only a few blocks [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re taking a short intermission from education futures blogging due to the craziness of the past week in Minneapolis.  Thankfully none of us or any of our friends or loved ones were involved in the I-35W bridge collapse.  Harkins and I were teaching in the UMN-FLACSO joint seminar at the time, only a few blocks away.  One of our students <a href="http://www.flacso.edu.mx/openseminar/blog/index.php/2007/08/03/virtual-and-physical-bridges/" target="_blank">posted her recollections on the course blog</a>.</p>
<p>My office is only a few blocks from the disaster site.  I uploaded a few of my photos onto SlideShare:</p>
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<p>Tom Elko posted <a href="http://skybluewaters.org/blog1/2007/08/02/the-scene-along-the-river/" target="_blank">additional photos at the Sky Blue Waters Report</a>.</p>
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		<title>Slides from World Future Society presentation: Youth futures</title>
		<link>http://www.educationfutures.com/2007/07/31/slides-from-world-future-society-presentation-youth-futures/</link>
		<comments>http://www.educationfutures.com/2007/07/31/slides-from-world-future-society-presentation-youth-futures/#comments</comments>
		<pubDate>Tue, 31 Jul 2007 18:20:54 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Accelerating Change]]></category>
		<category><![CDATA[Globalization]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[futures]]></category>
		<category><![CDATA[knowledge]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[Minnesota Futurists]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[University of Minnesota]]></category>
		<category><![CDATA[youth]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/31/slides-from-world-future-society-presentation-youth-futures/</guid>
		<description><![CDATA[Youth Futures: Projecting the Roles of Disruptive Technologies, Anticipatory Knowledge, and Continuous Innovation Summary: This session highlights the Global Youth Policy and Leadership Program at the University of Minnesota where faculty and students of all ages (kindergarten through graduate school) crafted scenarios, composed alternative futures, and explored other various futures methodologies. In this session, particular [...]]]></description>
			<content:encoded><![CDATA[<div align="center"><object type="application/x-shockwave-flash" data="https://s3.amazonaws.com:443/slideshare/ssplayer.swf?id=85449&#038;doc=global-youth-futures-projecting-the-roles-of-anticipatory-knowledge-continuous-innovation-and-disruptive-technologies4328" width="425" height="348"><param name="movie" value="https://s3.amazonaws.com:443/slideshare/ssplayer.swf?id=85449&#038;doc=global-youth-futures-projecting-the-roles-of-anticipatory-knowledge-continuous-innovation-and-disruptive-technologies4328" /></object></div>
<p align="center"><em>Youth Futures: Projecting the Roles of Disruptive Technologies, Anticipatory Knowledge, and Continuous Innovation </em></p>
<p><em>Summary</em>: This session highlights the  Global Youth Policy and Leadership Program at the University of Minnesota  where faculty and students of all ages (kindergarten through graduate  school) crafted scenarios, composed alternative futures, and explored  other various futures methodologies. In this session, particular emphasis  will be placed on the construction of future histories that can be used  as alternative visions and maps to help youth of different backgrounds  and experiences visualize and discuss the future. This session is conducted  ‘salon style’ with audience development of the ensuing future-histories.  Session feedback will be provided via <a href="http://www.educationfutures.com">Education Futures</a> to all audience participants shortly following the conference.</p>
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		<title>Games in the Classroom (part three)</title>
		<link>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</link>
		<comments>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/#comments</comments>
		<pubDate>Mon, 30 Jul 2007 19:45:57 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
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		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</guid>
		<description><![CDATA[Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply. What is happening now is taking place in real-time in virtual environments [...]]]></description>
			<content:encoded><![CDATA[<p>Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply.</p>
<p>What is happening now is taking place in real-time in virtual environments that are interactive and look better than many films.  Decisions, actions, and communications happen like they would in a face-to-face conversation, but they are done through a proxy, that is first and second-person perspectives with an avatar:  a graphical representation of yourself in the game space.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.JPG" title="grandmasterfoo.JPG"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.thumbnail.JPG" alt="grandmasterfoo.JPG" /></a></p>
<p>Here is my avatar in <a href="http://secondlife.com/whatis/">Second Life</a>.</p>
<p>He is a mix of <a href="http://tinyurl.com/2y287z">Yoda</a>, <a href="http://tinyurl.com/27n2r9">Pei Mei</a>, <a href="http://tinyurl.com/ywvpkp">Zatoichi</a>, <a href="http://tinyurl.com/282s2s">Master Po,</a> and <a href="http://www.realultimatepower.net/">Real Ultimate Power</a>. I would have liked to have made him old, but this is only possible if you learn to use some tools outside of the game to create more specialized characters.  There are many who do this custom avatar creation, and the cool thing is that you could make your avatar something other than a person. Maybe a virus or a mailbox.</p>
<p>In fact, many people are already creating a comfortable living creating products for in game use.  If you have not seen it yet, there are already success stories <a href="http://www.businessweek.com/magazine/content/06_18/b3982001.htm?chan=search">of people capitalizing</a> on the new economies that virtual worlds have created.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.png" title="073007-1945-gamesinthec1.png"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.thumbnail.png" alt="073007-1945-gamesinthec1.png" /></a></p>
<p>In this Business Week article, one school teacher in Germany has made substantial gains flipping virtual property!</p>
<p>Imagine that you have the tools and access to build in these environments. In Second Life you do. You can visit models of the Sistine Chapel, Yankee Stadium, or even visit government agencies like the Center for Disease Control. You can build what you like on your virtual land.</p>
<p>What make this kind of play appealing is the ability to play and communicate when you want, and the possibility of meeting people from all over the planet. The prospect of building models and interacting in this environments should be very appealing to educators. This is an extension of the <a href="http://tinyurl.com/29f8v5">diorama.</a> (Tomorrow I will talk about a project using these ideas in the classroom).</p>
<p><span id="more-289"></span><strong> Virtual relations. </strong></p>
<p>Just walk up to another avatar and find out where they are from. I was showing my supervisor around Second Life and we met a person from Austria. It was nice to try and speak a little German. We had opportunity here to practice language with a native speaker. This is a way to internationalize our classroom experiences. Why not use this for language practice? Go to Paris 1900 if you want!</p>
<p>Maybe we need both worlds. The virtual and the real.</p>
<p>Our colleagues, students, and yes, even our grandparents are logging on and playing with tens of thousands of people a night.</p>
<pre></pre>
<pre><tt></tt></pre>
<p>This all goes way beyond contact and communication.</p>
<p>But can chasing virtual characters in modern versions of capture the flag help kids prepare for a new economy?</p>
<p>The games are developing with the players, by the players, and we are at the beginning of what <a href="http://web.mit.edu/cms/People/henry3/">Henry Jenkins</a> calls <a href="http://www.amazon.com/Convergence-Culture-Where-Media-Collide/dp/0814742815/ref=pd_bbs_sr_1/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185816761&amp;sr=8-1">Convergence Culture</a>, where consumers –us/we&#8211;are shaping the media and commercial landscape—how we sell, what we sell, and how we use it. We are telling companies how they should run their businesses</p>
<p>. . . if they want to do business.</p>
<p>This is what we are going to face as educators. It is my feeling that we already are.</p>
<p>I would like to put forward a simple idea here: <strong>This is the new economy.</strong></p>
<p>Go and see for yourself. Get a subscription to <a href="http://www.worldofwarcraft.com/info/">World of Warcraft</a>, <a href="http://starwarsgalaxies.station.sony.com/en_US/">Star Wars Galaxies,</a> <a href="http://www.lotro.com/splash">Lord of the Rings</a>, or <a href="http://secondlife.com/whatis/">Second Life</a>. These are interactive communities where people participate and interact for recreation, socialization, and employment.  Younger students? Try <a href="http://teen.secondlife.com/whatis">Teen Second Life</a>, <a href="http://atlantis.crlt.indiana.edu/">Quest Atlantis</a>, or <a href="http://b.whyville.net/smmk/top/about">Whyville.</a></p>
<p>We are creating what we want, when we want it.</p>
<p>This seems to be the games movement: FLEXIBILITY ON DEMAND.</p>
<p>Games are challenging and deep, but also designed for beginners with low initial usability demands. Imagine if no one but experienced players could play . . . there would be no new market for game companies to sell to.</p>
<p><strong>Games are also modifiable.</strong></p>
<p>Jason Hill, one of my students from the Video Games as Learning Tools course I offer at the University of Minnesota presented on how he and his colleagues in World of Warfare customize their Graphical User Interface (GUI) to be more useful and immediate for the tasks they regularly engaged in his game experience.  Here is an image from his game experience:</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.jpg" title="073007-1945-gamesinthec3.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.thumbnail.jpg" alt="073007-1945-gamesinthec3.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.jpg" title="073007-1945-gamesinthec4.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.thumbnail.jpg" alt="073007-1945-gamesinthec4.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.jpg" title="073007-1945-gamesinthec5.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.thumbnail.jpg" alt="073007-1945-gamesinthec5.jpg" /></a></p>
<p>You will notice the complex symbol systems that represent behavior and action, as well as status and inventory.</p>
<p>What Jason described in the presentation of his project, was that many players were not satisfied with the user interface and had delved into the code to modify the interface to be more useful and applicable for the user’s style of play. You can see here that these are complex interfaces that aid the player in their quest, help them manage resources, as well as control the character. To make them work for your purpose in learning and doing is to have some control and purpose.</p>
<p>Learners like this. There is plenty to recommend it.<a href="http://website.education.wisc.edu/steinkuehler/"> Take a look at Constance Steinkuehler&#8217;s thesis.</a> There is plenty in her study of online literate activities and informal scientific reasoning to give you an idea how you might reverse engineer content to validate gaming as a productive classroom tool.</p>
<p>Further, the  graphical user interfaces <a href="http://en.wikipedia.org/wiki/Graphical_user_interface">(GUI)</a> are the precursor to the interfaces and controls of many new computer mediated machines. My former neighbor worked on a project that used video game GUI for controlling <a href="http://www.army-technology.com/projects/predator/"> unmanned military vehicles.</a> He told me that game players were much more adept at controlling the vehicles than non-game players. Much of our equipment will use GUI like video games.</p>
<p>So not only are students learning to play these games with very complex user interfaces, but they are modifying these interfaces to suit their style of play.</p>
<p>The same is happening with open source communities where HUD (Heads up displays) are being created to connect <a href="http://secondlife.com/whatis/">Second Life</a> to<a href="http://moodle.org/"> Moodle</a> (an open source <a href="http://en.wikipedia.org/wiki/Learning_Management_System">learning management system</a>), so that we can begin to link embodied performance and description of experience to an online grade book. Imagine moving beyond traditional distance education and offering shared simulations that are <a href="http://en.wikipedia.org/wiki/SCORM">SCORM compliant</a>, which allows for the action to be the assessment given the right scripting and activity.</p>
<p>So, with all of these new tools waiting to become more cost friendly, we might want to think about getting on board before the train leaves the station.</p>
<p><strong>We can do this with school too.<br />
</strong><br />
Education and other services may be delivered like this in the future. These virtual worlds can be connected to when convenient, and can be turned off just as easily.</p>
<p>But this is really not all I want to tell you about.</p>
<p>We are already seeing the potential for using these environments for distance learning and hybrid models for classrooms. With my supervisor Renee Jessness, I am currently designing online content for virtual worlds for <a href="http://moodle.mpls.k12.mn.us/online/">Minneapolis Online</a> using technologies developed in open source movements like <a href="http://www.sloodle.com/">Sloodle. </a></p>
<p>Make no mistake, as educators, we are making progress.</p>
<p>We are also working to put established curriculum, like <a href="http://website.education.wisc.edu/kdsquire/">Kurt Squire&#8217;s </a>work on Civ 3 on Moodle so that students can play the game Civilization and get course credit while improving knowledge of history, cultural geography, and accelerating their reading and critical thinking. There are other games we are beginning to integrate as well. Try <a href="http://www.politicalmachine.com/index.aspx?c=1">Political Machine</a>, <a href="http://www.educationarcade.org/labyrinth">Labyrinth,</a> <a href="http://www.making-history.com/"> Making History</a>, <a href="http://legostarwarsthevideogame.com/flash/index.cfm"></a><a href="http://www.freedomfighter56.com/">Freedom Fighter 56, </a>Star Wars Legos, <a href="http://www.2kgames.com/pirates/pirates/home.php">Pirates!</a>, <a href="http://www.hmfarm.com/">Harvest Moon</a>, <a href="http://www.legacygames.com/gameinfocd_c.php?q=Pet%20Pals:%20Animal%20Doctor">Pet Pals</a>, <a href="http://muve.gse.harvard.edu/rivercityproject/">River City</a>, <a href="http://www.wolfquest.org/">Wolfquest</a>, <a href="http://www.creaturecontrolscience.com/play.php?site=kids">Creature Control</a>, <a href="http://www.konami.com/Konami/ctl3810/cp20103/si1740501/cl1/dance_dance_revolution_ultramix_4_with_dance_pad">Dance Dance Revolution</a>, and of course, <a href="http://www.redoctane.com/">Guitar Hero!</a><br />
<strong>We are also integrating traditional content into hands on studies with amazing equipment.</strong></p>
<p>I was a little tough on Minneapolis&#8217; magnet programs and did not tell the whole story. We are making progress. Wendie Pallazo, director of <a href="http://cte.mpls.k12.mn.us/">Career and Technical Education</a> at Minneapolis Public Schools has just purchased a <a href="http://en.wikipedia.org/wiki/Rapid_prototyping">Rapid Prototype Machine</a> as part of the CTE Engineering program, where content is embodied in Project based learning. Imagine that you take your design from the CAD software and you print off what you designed with a 3dimensional object printer.</p>
<p>What if we combine this with games and online environments?</p>
<p>The process of manufacture and distribution can be a costly process in getting products to shelves. But what if these virtual products were connected to a distribution and production system that would allow you to have it at home instantly?</p>
<p>So you go to virtual Target, and Target has shelves of virtual products to sell you. And in addition to selling you the object, you get the tool kit to modify the product, and, you are encouraged to change its design and sell it on Target’s virtual shelves to other virtual customers. What if you go to check out where there is  an RPM machine that will print off your design in a 3d model? Myabe you can modify in the store and at home. Maybe you get a designer&#8217;s cut &#8212; I don&#8217;t know.</p>
<p>This is convergence culture and the logical extension of the AMAZON model of customer recommendation. Design it online, print it at home.</p>
<p>The products we design may be available to us by RTM 3d printer like Wendie just purchased for one of our high schools. I ti s nice that our students will experience technology like this first hand.</p>
<p><strong>People are also using these environments to produce more media. </strong></p>
<p>How about that lamp you mod&#8217;d online at virtual target? <a href="http://en.wikipedia.org/wiki/3D_printing"></a><a href="http://en.wikipedia.org/wiki/3D_printing">Print it!</a><br />
What if you want a book?</p>
<p>How about the <a href="http://www.makezine.com/blog/archive/2007/06/espresso_book_machine.html">Espresso® book machine</a> . . . print off one book at a time.</p>
<p><strong>It is not just about products, it is about information and entertainment too.</strong></p>
<p>There is <a href="http://bellsandspurs.com/_video/">Machinima</a>, <a href="http://www.fanfiction.net/">Fan Fiction</a>, <a href="http://www.gamespot.com/features/6113893/p-10.html">Play-throughs</a>, and <a href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29">Mods</a>.</p>
<p>People are learning dangerous sports and serious professions without the risk of injury because game of technology. There are peripherals that enable virtual kayaking with <a href="http://tinyurl.com/2paghs">simulated water feel on the paddle</a>; how about new fields like <a href="http://www.time.com/time/interactive/health/doctor_np.html">distance surgery</a>—and ps. video games help surgeons in their <a href="http://archsurg.ama-assn.org/cgi/content/abstract/142/2/181">accuracy</a>.</p>
<p>So instead of asking ourselves if we will be able to compete with these kind of learning environments, we should be asking ourselves when we are going to join in the fun. The biggest foes we face as educators are apathy, learned helplessness, and irrelevance.  You will not find those words in the same sentence with <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=NONE&amp;SEC={D4D3310C-741F-4020-9035-8C66E29D4849}">Play and Fun</a>. According to Mumford and Huizinga, play is representation and the ability use analogy and metaphor. According to them, this is how our culture was created and the way we perpetuate and share it.</p>
<p><strong>It takes a really disciplined kid to put down the controller and pull out the textbook from school. So why should they?</strong></p>
<p>And as we all know, many are not disciplined in this way. If you speak to most professionals who deal with young people, you will probably find them telling you that kids struggle with the ability to delay immediate gratification.  Many young people, and one middle-aged educator I know of for sure, would much prefer to play video games than diagram sentences and do second-drafts of papers.  I think we struggle even as adults. Parents and people who play and develop games have much to teach us about learning and delivering instruction, and as educators, we should position ourselves to ask for that help</p>
<p>Parents have learned that they can leverage these games to get kids to do things that they don’t want to do.  And believe me, they do. Many young people have at least one gaming platform at home: Xbox, ,Xbox 360 GameCube, Wii, PlayStations  1, 2, &amp; 3, as well as handheld game platforms like the Game Boy, Game Boy Advance, the PlayStation Portable, the Nintendo DS. Parents understand that they can get their kids to do things by using games in a token economy. Some parents take it a step further, and play the games with their children.  This is smart parenting. If you are afraid of what might be hiding inside, you should go in and take a look.</p>
<p>Tell me,</p>
<p>How in the world can we compete with this?</p>
<p>Why would we compete with this?</p>
<p>Why are we not teaching like this?</p>
<p>Like I said, there are not the games your father bought you.</p>
<p>They are complex, dynamic, interactive, highly engaging, and evolving with the players:  good games are great teachers.</p>
<p>Video games represent a great opportunity for teachers and students to connect, and not just because games are fun and they encourage play, but because it allows us to share experience and be on the same level. It allows them to see an adult learn a new thing as a beginner.</p>
<p>And believe me, you won’t be an expert in the beginning. Modesty and humility are wonderful when mixed with openness, eagerness to learn and share, as well as a little collegian competition. And many young people are great teachers as well as great competitors. And they do want to help you.</p>
<p>When I have played games with young people, I have been able to talk about the experience with them and model my reflective process. When I non-judgmentally share my experiences of the game and how I felt, and how I am making sense of what happened in the context of my values, I get a chance to talk at a whole different level of discourse. I give respect and seek to understand before I seek to be understood. This is a great way to model metacognition, affective processing, and courteous sportsmanship&#8211; a few things the world could use!</p>
<p>One of the coolest things we do on games is debate. <a href="http://www.cqpress.com/product/Researcher-Video-Games-v16-40.html">The CQ Researcher has a nice article on this,</a>a and after we have had a careful reading, we debate about things like violence and games.  I asked students if we should teach kids that are seven years old to play Grand Theft Auto®. The classes have generally split half &amp; half.  The method comes from <a href="http://www.co-operation.org/">Johnson &amp; Johnson</a> and it is this method of creating constructed controversy and debate;  it allows me the opportunity to moderate a controversial subject and suggest that we can disagree, learn from each other, and not be at war because we think differently.  And the kids have great takes on why we have violence and how games might play a role.</p>
<p>Maybe adoption of these new approaches to play and learning can help us continue our progressive evolution. It is clear the next steps involve ubiquitous computing devices like PDAs and phones. If we all have access to the web, will we be creating hybrids between real and virtual field trips. Folks at the MIT Media lab have been doing this already and are calling them <a href="http://education.mit.edu/pda/">participatory simulations</a> and <a href="http://www.educationarcade.org/aurg">augmented reality.</a></p>
<p>We can extend this by having our open source LMS capture data online as students solve the mysteries and provide the data and construct critique and evaluation supporting their findings and position.</p>
<p>Further, assignments that are uploaded using the built in quiz tools and other auto-grading features can evaluate the data as assignments/quizzes and give feedback, clues, and progress in the grade book in real-time. We can give scavenger hunt assignments for our museums, historic sites, government centers, and imaginary futures mapped out in real space. And these don’t have to be fictions; they can be real problems that need solving.</p>
<p>So when we talk about games, we are talking about what is current and maybe a little out front into the future. There is so much happening connected to these tools and so many ways that they can be used and connected.</p>
<p><a href="http://wcco.com/video/?id=17627@wcco.dayport.com">Tomorrow I am going to share a little about my use of games for teaching literacy and literature.</a> I will offer some approaches to teaching games as game studies and how I improved reading performance with my eight graders.</p>
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		<title>Video Games in the Classroom (part two)</title>
		<link>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</link>
		<comments>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/#comments</comments>
		<pubDate>Sun, 29 Jul 2007 16:44:05 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
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		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</guid>
		<description><![CDATA[To do is to be To be is to do So Do We? It is just good teaching Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn. Piaget talked about roles as assimilation. You try on the role and see what part of the character is [...]]]></description>
			<content:encoded><![CDATA[<p>To do is to be</p>
<p>To be is to do</p>
<p>So Do We?</p>
<p>It is just good teaching</p>
<p>Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.</p>
<p>Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.</p>
<p>Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.</p>
<p>These ideas are present in embodiment and how we might contextualize our curriculum as an <a href="http://en.wikipedia.org/wiki/Activity_theory">activity system.</a></p>
<p>One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.</p>
<p><span id="more-283"></span>We are already attempting to embody what we teach in purposeful ways with Professional Content Magnets in our secondary schools. In Minneapolis we have Automotive, Cosmetology, Medicine, Business, and Fine Arts—just to name a couple. What we often don&#8217;t do is to integrate the abstractions of the  core competencies from the traditional content areas into the context of the professional development.  I have noticed that the many of the magnets still teach school the same way. Students still go to math and use a math text book, and they learn Math the same way they do in Auto as they do in Medical &#8212; they just have some specialized classes and placement programs that allow students to specialize.</p>
<p>We often do not teach our content in the context of doing the professional work. We do not find Algebra in the everyday world of Engineering, we teach the formulas as content rather than showing how a formula can be used for building a model for an engineering project. There is a new kind of engineering for schools – reverse engineering.</p>
<p>Some schools and teachers do this when they design their curriculum. There are <a href="http://www.amazon.com/Understanding-Design-Expanded-Grant-Wiggins/dp/1416600353/ref=pd_bbs_2/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185724678&amp;sr=8-2">books</a> on it and we have explored this idea going all the way back to <a href="http://en.wikipedia.org/wiki/John_Dewey">John Dewey</a> .</p>
<p>Can we teach physics with an internal combustion engine? Dewey thought so.</p>
<p>Games ask us to take on the roles and then teach us to do things in the context of that role in the simulated environment.</p>
<p>That is embodiment.</p>
<p>Schools can do this too.</p>
<p>We can structure reflection to connect experience to our abstracted tradition of curriculum to generalize and transfer.</p>
<p>If you are playing as a doctor, you will do the things that doctors do.</p>
<p>And as you are acting like a doctor, the game gives you clues to achieve a win-state, in the form of feedback and performance assessment.</p>
<p>Games provide performance assessment in real time embodied in the context of what a doctor does and how a doctor gets feedback. So you learn to be a doctor by playing in a simulated world as a doctor. In the process, you are assessed on your performance by the game.  It is how they keep score!</p>
<p>In games students are scored based upon criteria for performance that is built into the activity.  The assessment is the activity.</p>
<p>This is different from taking tests on the content and elements of performance in print based tests and questionnaires. <a href="http://en.wikipedia.org/wiki/Edward_Thorndike">Thorndike</a> anyone?</p>
<p>This is what games do when they are well-designed, and this is what curriculum can do when it takes these steps as well. Good teaching is good teaching, but often our teachers are not given the opportunity or resources to create hands-on experience for their students with the content built into the context of doing in the world. We tried to do this a number of years ago with the Profiles of Learning and Performance Packages here in Minnesota, but we just did not do a good job of helping our teachers do it.</p>
<p>Instead, we are writing a paper about what doctors do, &#8220;because this is what we do in English.&#8221; We are preparing for a time when you can be a doctor. You must write first in school, and then you can apply to medical school. Why are we withholding the fun?</p>
<p>I am sure you are saying to yourself that this reminds you of apprenticeship programs. And &#8220;what about the value of a good liberal arts education?&#8221;</p>
<p>I am with you. I originally wanted to be a philosopher! I still try to connect great books with issues we face in society. My own eight grader helped me by telling me that &#8220;sonic the hedgehop is like Odysseus Mr. Dubbels, he is trying to get home.&#8221; We also made our own version of the Odyssey&#8211; studying it to make a game. The kids said that Odyssseus was put off the bus (Poseidon Bus Lines anyone?) for being arrogant and had to walk home in a modern day, urban Odyssey.</p>
<p>Actions speak louder than word when it comes to learning.</p>
<p>And words are what many students&#8217; days are full of: in the texts, in the lecture, in homework.</p>
<p>I like words, but it is important that I have experience to write and read about to connect. Something purposeful and fun.</p>
<p>I am here to tell you, you don&#8217;t need a computer to make learning environments like this. You can construct modern Odysseys.</p>
<p>I am not saying that what we are doing in school is wrong. Good teaching is good teaching, and there are many things I like to do and teach that have nothing to do with video games. I am an English teacher, and I like to read. I like to write, and I like big ideas.</p>
<p>Shouldn&#8217;t we be considering how we might work to teach the <em>words-words-words</em>-<em>abstraction-as-content</em> curriculum<em><br />
</em>in a more tangible way, that allows students to use the skill sets of an historian or botanist with reading, writing, numeracy, technology, and scientific reasoning built-in,  as a botanist or historian would do it in the context of their job?</p>
<p>Imagine being Indiana Jones. Would you prefer to be Indy on a mission or in the lecture hall? I think I like the whip for jumping over a canyon better than using it as a teacher.</p>
<p>We can teach traditional content areas and standards as elements of embodied practice. Most of us use reading, writing, and numeracy in the context of our professions and recreation, not as we do in English class or Geometry.</p>
<p>When was the last time you took a content-test at work?</p>
<p>Subject matter expertise comes out in situated performance in my experience. Games are actually built to teach and assess through performance. In addition, games demand mastery and continuous improvement in pursuit of winning the game and even provide replay, scoring, and commentary!</p>
<p>What if we built curriculum in the form of games?</p>
<p>Can you imagine getting an <a href="http://www.youtube.com/watch?v=ObXlkY2Ml2c">instant replay</a> with color commentary like you get in <a href="http://www.easports.com/madden07/">Madden 2007</a> on your test? In games, you have to perform with enough mastery to move on, or <a href="http://www.google.com/search?q=define%3A+level+up&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-ahttp://en.wikipedia.org/wiki/Level_up">level up</a>.  Games do the assessment as part of their programming.</p>
<p>You may be asking now, &#8220;But are<em> there games that can do what a text book does?</em></p>
<p><em>&#8220;What about the teacher?&#8221;<br />
</em></p>
<p>My answer: &#8220;do you want your kids learning from textbooks?&#8221;</p>
<p>Textbooks are great, but limited in what they can present. And they may serve a valid purpose as a reference point for exploring issues in the contexts of analysis, history of what others have done and thought, as well as jumping-off-points for more serious inquiry and investigation—just like the<a href="http://en.wikipedia.org/wiki/Main_Page"> Wikipedia</a>.</p>
<p>Yes, I know, the wikipedia is only as good as the posters, but at least there is discussion and room for published public dissent on the article in the context of the webpage where the information is posted.  Can you do this with a text book?</p>
<p>My work as a media specialist gave me an opportunity to take a serious look at what we were doing with books and how we were using them. I was surprised that my library was more of a repository of relics, curiosities, and histories – as well as some great fiction and how-to-books.</p>
<p>What I was thinking as I weeded out geography texts on Yugoslavia and the USSR, was that much of what we purchase in non-fiction texts actually work better on the World Wide Web. In fact, what makes the WWW better is that we can find starting points for research and inquiry like the Wikipedia; we can read a variety of sites that might inform us and create contrast and opposing viewpoints, as well offer a variety of media opportunities in the form of video on demand, live web-camera viewing, links to other sites, community forums for discussion and community, as well as interactive media like games. And the WWW is generally updated. Not like the books on the USSR and Yugoslavia.</p>
<p>We should be moving beyond the static curriculum of text books.</p>
<p>Games can provide the context and action for our content knowledge in a situated context—almost as good as being there.</p>
<p>Games can do this whether they are computer games, or games that use paper, pencil, and dice.</p>
<p>Further, what games do well is provide context and necessitate performance. I am not the first person to say this and many more have said it better.  The big idea here is that games represent an opportunity to be in a role, doing things that people in those roles do, in places where they do them, and then get assessed in that performance. A nice book on this – I like books—<a href="http://epistemicgames.org/eg/?cat=64">is David Shaffer&#8217;s book</a> and his take on <a href="http://epistemicgames.org/eg/?cat=28">Epistemic Games.</a>  What David proposes is that there are beliefs, acts, and contexts for what the professions do.</p>
<p>A game I like that does this is <a href="http://www.globalconflicts.eu/">Global Conflicts Palestine</a>. I have <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=CLASSES&amp;SEC=%7bE0316068-3154-4001-A0EC-C150F7664D11%7d">been using this game</a> with middle school students in Minneapolis at Richard Green-Central K8 school to teach about being a journalist;  teach about issues in Jerusalem that affect us all as a planet; and issues in composition such as thesis and supporting details, the use of data collection, writing to inform, and rhetorical situations like writer&#8217;s purpose, audience, topic, and context. The cool thing is, in this game you play the journalist and you deal with these issues as a journalist. And this includes the creation of the articles from informants you have quoted in the game. You have to do the things I teach in English class, but while playing as a journalist.</p>
<p>Yes, Playing. That typically means fun is included there too!</p>
<p>There are still two unanswered questions here:</p>
<p>&#8220;What about the textbooks?&#8221; and &#8220;what about the teachers?&#8221;</p>
<p>Texts can tell a story, provide relevant reference, as well as provide models for how we create texts. I do prefer reading fiction from a book.  There will always be a place for texts. But should they be our primary tools?</p>
<p>Teachers become coaches, resources, and designers of instruction. They help students through the experience of becoming. Help students set goals. Assist them in connecting their experience and structuring reflection. They become more connected.</p>
<p>These are not new ideas either, but they have not been implemented. Texts and teachers are often the focus of the classroom experience, even though experience and common sense tell us that student learning should be the focus.  Teachers can create contexts, structure reflection, and provide resources like text books and other references to further the growth and learning of their students. They become the designers of content systems, instructional environments, or whatever you want to call them.  We do need support in this. As teachers, we are not islands or independent states. Administrators, school boards, other teachers, parents, students, schools of education, game companies, philanthropic entities ( my email is below if you are a philanthropic entity) can all help.</p>
<p>And like I said, many of us do this now. We use cooperative learning, projects, performance, experience, and encourage students to have wonderful ideas. And this is what creates knowledge and innovation. What our country was built upon. But maybe we can take this a step further and become student growth centered. Games can help us do that.</p>
<p>In the next entry, I will be going into aspects of games and how they might be used to extend learning time outside of the classroom and bring the lives of our learners in. Games provide a great opportunity for distance learning. My last post will be a description of how I taught with games and some outcomes, and maybe most importantly, how I was able to get the equipment and make it happen. And to get to the point:  I had no grants. I had no special resources. I bought no equipment.</p>
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		<title>Video Games in the Classroom</title>
		<link>http://www.educationfutures.com/2007/07/28/video-games-in-the-classroom/</link>
		<comments>http://www.educationfutures.com/2007/07/28/video-games-in-the-classroom/#comments</comments>
		<pubDate>Sat, 28 Jul 2007 16:31:34 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[teaching]]></category>

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		<description><![CDATA[Video Games in the Classroom? I am a gamer. I am also a teacher for the Minneapolis Public Schools, and have been working with students on issues of Language Arts, Reading, and Video Games. I also offer a class called &#8220;Video games as learning tools.&#8221; This course is for teachers and people who are interested [...]]]></description>
			<content:encoded><![CDATA[<p>Video Games in the Classroom?</p>
<p>I am a gamer. I am also a teacher for the Minneapolis Public Schools, and have been working with students on issues of Language Arts, Reading, and Video Games.  I also offer a class called &#8220;Video games as learning tools.&#8221; This course is for teachers and people who are interested in games and education.</p>
<p>You are probably asking yourself, &#8220;Do these things go together?&#8221;</p>
<p>Isn&#8217;t that like drinking paint thinner to become a physicist?</p>
<p>There is a general buzz that video games are causes for illiteracy and bad behavior. And I am hoping that I can shed some light on this, because the idea that games are the root of our problems couldn&#8217;t be further from my experience teaching reading and writing. In fact, using video games is what helped me to engage and extend the learning of my students in middle school and high school, and to connect my classroom with my students&#8217; lives outside of the classroom.</p>
<p>I am sure you can imagine what happened when I told the kids we would be doing a six-week unit on video games. They flipped. You probably would have too.</p>
<p>But wait. Step back a moment. Would you have?</p>
<p>These are not the games your father bought you.</p>
<p>Are you my age? Have you have ever used a type writer for writing a paper?</p>
<p>If so, we missed the whole video games experience together. I am not talking about Pong®, PacMan®, Frogger®, Asteroids®, or Space Invaders®.  I am not talking about your old Atari. Kids are playing new worlds of games that we could have only imagined from reading science fiction. It is more like playing in a rich movie environment that reacts, responds, and waits for you to talk, build, and act.  And many kids today have this capability with game systems and computers at home. Many young people play Halo and other games on Xbox Live in their living rooms; they play and learn with kids from all over. This kind of mediated play over a distance has not been seen before.</p>
<p>We have tried to mediate in the classroom, using tools like radio, filmstrips, pictures, television, books on tape, conversation, print, and video. We use media to bring the experience of places and things into the classroom so that our students can get closer and have a more tangible experience.  In the best of worlds, we would take them on field trips to see the ancient cave paintings in<a href="http://www.culture.gouv.fr/culture/arcnat/lascaux/en/"> Lascaux</a>, to view the aftermath of <a href="http://dsc.discovery.com/convergence/pompeii/pliny/video.html">Mount Vesuvius,</a> and to experience the richness of the <a href="http://www.youtube.com/watch?v=VdpXNUIAnEA">Amazon Basin</a>—to see and feel the things that are the basis of our science and stories –to embody the learning experience.</p>
<p>But since money, travel, and signed release forms are significant barriers to direct learning experience, we might consider games. Games can provide much more interactivity and experience with objects, places, people, and ideas by providing process, performance, and context.</p>
<p>They can help us with Time, Space, and Experience, which are still considerable barriers for the classroom; with game environments we can begin bridging the gap with the potential embodiment that current game technology provides our narratives.  Imagine that you can have students interact in visually rich and interactive environments where they can communicate with voice and text, as well as non-verbal communication with avatar actions and facial expression! I know it is hard, but just try to visualize it. It is possible now.</p>
<p>I hope you keep reading. The next few entries are going to explore how they can be used, how I have used them, and what outcomes I have observed.</p>
<p>For more information on games in the classroom, you can contact me:</p>
<p>Email: <a href="mailto:dubbe003@umn.edu">dubbe003@umn.edu</a></p>
<p>Phone: 612.747.0346</p>
<p>Website: <a href="http://brockdubbels.efoliomn2.com">http://brockdubbels.efoliomn2.com</a></p>
<p><a href="http://brockdubbels.efoliomn2.com/index.asp?Type=NONE&amp;SEC=%7bD4D3310C-741F-4020-9035-8C66E29D4849%7d">Here is a start for what I am building on my website</a></p>
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		<title>How Minneapolis can reinvent itself and thrive</title>
		<link>http://www.educationfutures.com/2007/02/03/how-minneapolis-can-reinvent-itself-and-thrive/</link>
		<comments>http://www.educationfutures.com/2007/02/03/how-minneapolis-can-reinvent-itself-and-thrive/#comments</comments>
		<pubDate>Sat, 03 Feb 2007 17:22:30 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Public Policy]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[disruptive change]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[Leapfrog]]></category>
		<category><![CDATA[Minneapolis]]></category>
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		<description><![CDATA[I&#8217;ve been participating on the Minneapolis Public Schools Technology Planning Steering Committee. The committee has adopted the Leapfrog Paradigm and leapfrog thinking into its planning. Leaping frogs are showing up in presentations, and leapfrog is becoming a metaphor for creativity in the district. The committee&#8217;s work has, however, thus far focused on discussion on the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been participating on the <a title="MPS" target="_blank" href="http://www.mpls.k12.mn.us/">Minneapolis Public Schools</a> Technology Planning Steering Committee. The committee has adopted the Leapfrog Paradigm and leapfrog thinking into its planning.  Leaping frogs are showing up in presentations, and <em>leapfrog </em>is becoming a metaphor for creativity in the district. The committee&#8217;s work has, however, thus far focused on discussion on the use of technologies to promote its vision to advance student achievement and improve staff productivity. I think MPS can still do better. Leapfrogging can allow the district to <span style="font-style: italic">lead </span>in achievement, productivity, and meaningful knowledge production.</p>
<p>Here are five quick thoughts on what I believe MPS can do to reinvent itself and thrive as an institution:</p>
<ol>
<li><span style="font-weight: bold">Commit to leadership </span>in the reinvention of education<span style="font-weight: bold"> </span>in Minneapolis, the state, and in the world.  The technology planning group can be the catalyst for this new orientation toward global leadership.</li>
<li><span style="font-weight: bold">Total success is possible</span>.  Do not set any goal too low, and do not be afraid to set any goal too high.  Set <a title="BHAG" target="_blank" href="http://scottmcleod.typepad.com/dangerouslyirrelevant/2007/01/a_new_story_a_b.html">big, hairy, audacious goals</a> &#8211;but, make sure to align them with a <a title="Example of a Noble Quest from the Leapfrog University" target="_blank" href="https://wiki.umn.edu/twiki/bin/view/Leapfrog/NobleQuest">Noble Quest</a> in a broader leapfrog strategy.</li>
<li><span style="font-weight: bold">Don&#8217;t worry about breaking the rules</span>.  Bypass them.  Better yet, leapfrog them!  The disruptive change required to revolutionize MPS requires a new set of rules on a new playing field.</li>
<li><span style="font-weight: bold">Collaborate</span>!  Advances in communications technologies and socioeconomic globalization now means that MPS competes with <span style="font-style: italic">the world</span> in creating meaningful education.  Rather than compete, why not leverage technologies and resources available to build global-reaching partnerships and collaborations?</li>
<li><span style="font-weight: bold">Forget about planning for the 21st Century</span>.  It&#8217;s meaningless to continue to plan for educating in the 21st Century.  We&#8217;re already here.  We need to start planning for the 22nd Century &#8211;and reassess our goals and priorities today based on where we need to be in the future.</li>
</ol>
<p>That&#8217;s my two cents.  I hope that these ideas will help to build a new MPS that is vibrant, edgy, hard-charging, and value-creating for Minneapolis, the state and the world.</p>
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		<title>John W. Moravec, Ph.D.</title>
		<link>http://www.educationfutures.com/masthead/john/</link>
		<comments>http://www.educationfutures.com/masthead/john/#comments</comments>
		<pubDate>Fri, 08 Dec 2006 23:47:51 +0000</pubDate>
		<dc:creator>Education Futures Editors</dc:creator>
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		<description><![CDATA[About me I am a faculty member in the Department of Organizational Leadership, Policy, and Development and the Innovation Studies/Master of Liberal Studies graduate programs at the University of Minnesota. I am the principal of Education Futures LLC; a co-founder of the Horizon Forum, a roundtable on the future of education at all levels; and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.educationfutures.com/wp-content/uploads/2006/12/jm-head.jpg" alt="" title="John Moravec" width="980" height="354" class="aligncenter size-full wp-image-2555" /></p>
<table border="0">
<td>
<h2>About me</h2>
<p>I am a faculty member in the <a href="http://cehd.umn.edu/olpd">Department of Organizational Leadership, Policy, and Development</a> and the <a href="http://www.cce.umn.edu/Master%2Dof%2DLiberal%2DStudies/">Innovation Studies/Master of Liberal Studies</a> graduate programs at the University of Minnesota. I am the principal of <a href="http://www.educationfutures.com/consulting">Education Futures LLC</a>; a co-founder of the Horizon Forum, a roundtable on the future of education at all levels; and am the editor of Education Futures (ISSN 1940-0934, <a href="http://www.educationfutures.com">http://www.educationfutures.com</a>).</p>
<p>Technological change drives social change, and its impact is accelerating exponentially. I am concerned about human capital development as society approaches an increasingly complex and ambiguous future. Our schools, universities, and other institutions must leapfrog ahead of this curve for all people to compete in highly globalized, knowledge- and innovation-based societies. My work focuses on exploring this “New Paradigm” and the new approaches to leadership and human capital development required. My approach is global in scope, and I actively collaborate with colleagues in the United States, Latin America, China, and Europe.</p>
<p>I am the author and co-author of several works, including the new book, <em><a href="http://www.invisiblelearning.com">Invisible Learning</a></em>, published in April 2011 (University of Barcelona Press), and <em>A New Paradigm of knowledge production in higher education</em> in <em>On the Horizon</em> (2008). My research and action scholarship agenda are focused on the convergence of globalization, knowledge society, and accelerating change in education; and building positive futures for &#8220;preK–21&#8243; education.</p>
<p>View slides from some of my recent talks: <a title="Slideshare" href="http://www.slideshare.net/moravec" ><img src="http://public.slidesharecdn.com/images/badge120X33px_dark.png" align="middle" width="120" height="33" alt="Slideshare" /></a></p>
<h2>Qualifications</h2>
<p>Ph.D., comparative and international development education, University of Minnesota</p>
<p>Master of International Management, University of St. Thomas</p>
<p>B.A., international studies, American University</p>
<h2>Contact</h2>
<p>tel: +1 612 234 1231<br />
Email: <a href="mailto:john@educationfutures.com">john@educationfutures.com</a><br />
Skype: johnmoravec<br />
Twitter: <a href="http://twitter.com/moravec">@moravec</a></p>
<p><a href="http://twitter.com/moravec"><img src="http://www.educationfutures.com/wp-content/uploads/2010/12/twitter-button.png" alt="" title="twitter" /></a>&nbsp;&nbsp;&nbsp;&nbsp;<a href="http://www.facebook.com/moravec"><img src="http://www.educationfutures.com/wp-content/uploads/2010/12/facebook-button.png" alt="" title="facebook" /></a>&nbsp;&nbsp;&nbsp;&nbsp;<a href="http://www.linkedin.com/in/jmoravec"><img src="http://www.educationfutures.com/wp-content/uploads/2010/12/linkedin-button.png" alt="" title="linkedin" /></a></p>
<h2>Projects and friends</h2>
<p><a href="http://www.invisiblelearning.com">Invisible Learning</a> &#8211; a book project and global initiative lead by <a href="http://www.oii.ox.ac.uk/people/?id=189">Dr. Cristóbal Cobo</a> and me to build an online repository of bold ideas for designing cultures of sustainable innovation. (Published in 2011 by the University of Barcelona Press.)</p>
<p><a href="http://www.knowmadlab.com">Knowmad Lab</a> &#8211; an initiative to link business leaders, thought leaders, and social entrepreneurs to build innovative futures for Minnesota.</p>
<p><a href="http://www.knowmadsociety.com">Knowmad Society</a> &#8211; a book project which explores the future of learning, work and how we relate with each other in the emerging knowmadic paradigm. (To be published in mid-2012.)</p>
<p><a href="http://www.knowmads.nl">Knowmads School</a> &#8211; an innovative school of entrepreneurship in Amsterdam that gives my <em><a href="http://www.educationfutures.com/2008/11/20/knowmads-in-society-30/">knowmads concept</a></em> a good name.</p>
<p><a href="http://leapfrog.umn.edu">Leapfrog Institutes</a> &#8211; in this initiative, we aim to build positive futures for PreK-21 education and the communities that we serve at the University of Minnesota.</p>
<p><a href="http://www.thelearninglab.nl/">The Learning Lab</a> &#8211; researches and designs learning ecologies for transition and studies the conditions under which this learning occurs both individually and collectively.</p>
<p><a href="http://www.projectdreamschool.org">Project Dream School</a> &#8211; more of a <em>movement</em> than a <em>project</em>, connecting pioneering thinkers, visionaries, and innovators on designing the dream school for today and the future.</p>
</td>
<td width="330px">
<h2>Selected publications</h2>
<p>Ihanainen, P. &#038; Moravec, J. W. (2011). <a href="http://www.irrodl.org/index.php/irrodl/article/view/1023/2022">Pointillist, cyclical and overlapping: Multidimensional facets of time in online education</a>. International Review of Research in Open and Distance Learning, 12(7), 27-39.</p>
<p>Cobo, C. &#038; Moravec, J. W. (2011). <a href="http://www.invisiblelearning.com">Aprendizaje invisible [Invisible learning]</a>. Barcelona: Laboratori de Mitjans Interactius / Publicacions i Edicions de la Universitat de Barcelona. </p>
<p>Harkins, A. M. &#038; Moravec, J. W. (2011). <a href="http://dx.doi.org/10.1108/10748121111138326">Systemic approaches to knowledge development and application</a>. <em>On the Horizon</em>, <em>19</em>(2), pp. 127-133.</p>
<p>Moravec, J. W. (2009). ¿Y ahora, qué? [What now?].  In Balaguer Prestes, R. (Ed.). <em>Plan Ceibal:  Los  ojos del mundo en el primer modelo OLPC a escala nacional [Ceibal Plan: The eyes of the world in the first OLPC model at the national level]</em> (pp. 153-161). Montevideo: Prentice Hall &#8211; Pearson Educación.</p>
<p>Moravec, J. W. (2008). <a href="http://dx.doi.org/10.1108/10748120810901422">A New Paradigm of knowledge production in higher education</a>. <em>On the Horizon</em>, <em>16</em>(3), 123-136.</p>
<p>Harkins, A. M., Kubik, G. H., &amp; Moravec, J. W. (2008). Creative time synchronizations: Proximal and grounded pasts, presents and futures. <em>Theory of Science</em>, <em>XXX/2008</em>(1), 143-157.</p>
<p>Moravec, J. W. (2008). Technological applications of Leapfrog. <em>Futures Research Quarterly</em>, <em>24</em>(1), 59-67.</p>
<p>Moravec, J. W. (2006). Chaordic knowledge production: A systems-based response to critical education. <em>Theory of Science</em>, <em>XV/XXVIII</em>(3), 149-162.</p>
<p>Harkins, A. M., Moravec, J. W., &amp; Kubik, G. (2006). Facilitating 21st Century education: Leapfrogging culture and time through simulational learning. <em>Global Leapfrog Education</em>, <em>1</em>(1), 15-22.</p>
<h2>In the media</h2>
<p>Mijland, E. (2012). Hyper-individualisme in een sociale wereld [Hyper-individualism in a social world]. <em>Villa Onderwijs</em>, <em>2012</em>, pp. 4-7.</p>
<p>Raths, D. (2012). 2012: what’s hot, what’s not. <em>Campus Technology</em>, <em>25</em>(5), from <a href="http://campustechnology.com/Articles/2011/12/29/2012-Whats-Hot-Whats-Not.aspx">http://campustechnology.com/Articles/2011/12/29/2012-Whats-Hot-Whats-Not.aspx</a></p>
<p>Blom, R. (2011). Knowmads challenge all structures. <em>Leadership and Entrepreneurship</em>, <em>12/2011</em>, pp. 20-21.</p>
<p>Turney, J. (2010). <a href="http://www.amazon.com/gp/product/1858287812?ie=UTF8&#038;tag=educationfutu-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=1858287812">The rough guide to the future</a>. London: Rough Guides, p. 306.</p>
<p>Benito-Ruiz, E. (2010, May 24). Tweetterview. <em>El Mundo</em>, Innovadores de el Mundo special section, p. 7.</p>
<p>Moravec, J. W. (2010, April). &#8220;Invisible Learning,&#8221; Knowmad-yhteisö ja oppimisverkostoiden esiinnousu. ["Invisible Learning," Knowmad Society, and the emergence of alternative learning networks. <a href="http://www.eoppimiskeskus.fi/en/seoppi-magazine">SeOppi</a> (Magazine of the Association of Finnish eLearning Centre), 01/2010, pp. 10-11.</p>
<p>van der Drift, A. (2010, February). Blik op de toekomst: Educatie 3.0. [Looking to the future: Education 3.0]. <a href="http://www.vives.nl">Vives</a>, 102-2010, pp. 12-14.</p>
<p>VPRO International. (2009, March 23). <a href="http://www.vpro.nl/programma/tegenlicht/afleveringen/41571707/">Hoogvliegen in laagland</a>. Tegenlicht/Backlight.</p>
<p>Youso, K. (2009, Feburary 21). <a href="http://www.startribune.com/lifestyle/39916492.html">Approaching Singularity</a>. StarTribune.</p>
<h2>Recent talks</h2>
<p>Moravec, J. W., Besselink, T., &#038; Haije, J. (2011, November 25). 1.0 schools cannot prepare students for 3.0 society. Invited virtual keynote lecture presented at <em>Jubilieum 40 jaar lerarenopleidingen [40 year jubilee of teacher education]</em>, NHL Hogeschool, Leeurwarden, Netherlands.</p>
<p>Moravec, J. W. (2011, November 10). Perspectives on Invisible Learning. Invited virtual lecture presented at <em>Otava Folk High School workshop</em>, Otava, Finland.</p>
<p>Moravec, J. W. (2011, November 10). &#8220;MEAT&#8221; John Moravec. Invited workshop presented at <em>&#8220;MEAT&#8221; John Moravec event</em>, NHL Hogeschool, Leeuwarden, Netherlands.</p>
<p>Moravec, J. W. &#038; de Bree, E. (2011, November 9). Invisible Learning. Invited workshop presented at <em>Nationale Dag van de Zelforganisatie</em> [National Day for Self-organization], Stichting Zelforganisatie, Rotterdam, Netherlands.</p>
<p>Moravec, J. W. (2011, October 6). <a href="http://www.slideshare.net/moravec/educational-entrepreneurship-in-knowmad-society">Educational entrepreneurship in Knowmad Society</a>. Invited keynote lecture and workshop presented at <em>Conferentie Onderwijs en Ondernemen [Education and Entrepreneurship Conference]</em>, Ministry of Economic Affairs, Agriculture and Innovation &#038; Ministry of Education, Culture and Sport, The Hague, Netherlands.</p>
<p>Moravec, J. W. (2011, September 27). <a href="http://www.youtube.com/watch?v=Yj7aGlsa4Ro">The university in Knowmad Society</a>. Invited keynote lecture and workshop presented at <em>Whose crazy idea is it anyway? Reinventing university education work conference</em>, Hogeschool van Amsterdam, Amsterdam, Netherlands.</p>
<p>Moravec, J. W. (2011, August 24). Invisible Learning: Et oprør i uddannelse? Invited lecture presented at <em>Den Demokratiske Skole</em>, Viby, Denmark.</p>
<p>Moravec, J. W. (2011, August 23). Invisible Learning: Et oprør i uddannelse? Lecture presented at <em>Rantzauminde Efterskole</em>, Rantzauminde, Denmark.</p>
<p>Moravec, J. W. (2011, July 14). Invisible Learning. Lecture presented at <em>Institute for Prospective Technological Studies (European Commission Joint Research Centre)</em>, Sevilla, Spain.</p>
<p>Moravec, J. W. &#038; Cobo, C. (2011, July 4-6). Aprendizaje Invisible: Hacia una nueva ecología de la educación [Invisible Learning: Toward a new ecology of education]. Seminar presented at <em>International University of Andalucia</em>, Malaga, Spain.</p>
<p>Moravec, J. W. (2011, June 30). Invisible Learning: Tools and methods for succeeding in a Knowmad Society. Invited workshop presented at <em>De Baak</em>, Noordwijk, Netherlands.</p>
<p>Moravec, J. W. (2011, June 29). Invisible Learning. Invited lecture presented at <em>De Baak</em>, Driebergen, Netherlands.</p>
<p>Moravec, J. W. (2011, June 12). Invisible Learning + Sudbury ? packaged brains. Invited virtual lecture presented at <em>European Sudbury Workshop Weekend 2011</em>, Amersfoort, Netherlands.</p>
<p>Moravec, J. W. (2011, May 4). <a href="http://www.slideshare.net/moravec/perspectives-on-invisible-learning">Perspectives on Invisible Learning</a>. Lecture presented at Thomas P. Jandris Center for Innovative Higher Education, University of Minnesota, MN.</p>
<p>Moravec, J. W. (2011, April 25). <a href="http://www.slideshare.net/moravec/super-brains">Super brains! Science fiction or fact?</a> Invited lecture presented at <em>Minneapolis Branch of the American Association of University Women</em>, Minneapolis, MN.</p>
<p>Moravec, J. W. (2011, April 2). Skills and competencies for The 2020 Workplace:  Lessons from the Invisible Learning project. Invited lecture presented at <em>Department of Organizational Leadership, Policy, and Development Chautauqua 2011</em>, University of Minnesota, MN.</p>
<p>Moravec, J. W. (2011, March 9). International perspectives of Invisible Learning: Toward a new ecology of education. Invited lecture presented at <em>Philosophical Faculty, Charles University</em>, Prague, Czech Republic.</p>
<p>Moravec, J. W. (2011, March 7). <a href="http://vimeo.com/20813911">Invisible Learning: Toward a new ecology of education</a>. Invited keynote lecture presented at <em>The Invisible Learning Tour, NHL Hogeschool</em>, Leeuwarden, Netherlands.</p>
<p>Moravec, J. W. (2010, October 22). <a href="http://www.slideshare.net/moravec/problems-of-invisible-learning">The problems of Invisible Learning in an era of accelerating change</a>. Invited keynote lecture presented at <em>III Congreso CREAD Andes y III Encuentro Virtual Educa Ecuador</em>, Universidad Técnica Particular de Loja, Ecuador.</p>
<p>Moravec, J. W. (2010, October 19). Aprendizaje Invisible [Invisible Learning]. Invited workshop delivered at <em>iSummit Loxa 2010</em>, Universidad Técnica Particular de Loja, Ecuador.</p>
<p>Moravec, J. W. (2010, September 21). What Are “Careers 3.0” in Today’s Economy? Invited lecture presented at <em>Workshop for Professionals Serving Individuals and Families Affected by Job Loss</em>, University of Minnesota, MN.</p>
<p>Moravec, J. W. (2010, August 30). Invisible approaches to international higher education: Who is leading the way? Symposium lecture presented at <em>Czech Comparative Education Society Conference 2010</em>, Prague, Czech Republic.</p>
<p>Moravec, J. W. (2010, August 19). Leapfrogging toward Knowmad Society. Invited keynote lecture presented at <em>Consult Minnesota</em> inaugural general meeting, Minneapolis, MN.</p>
<p>Moravec, J. W. (2010, June 21). <a href="http://www.educationfutures.com/2010/06/28/leapfrogging-toward-knowmad-society/">Leapfrogging toward Knowmad Society</a>. Invited lecture presented at <em>TEDxLaguna</em>, Torreón, Mexico.</p>
<p>Moravec, J. W. &#038; Cobo, C. (2010, June 15). Bold ideas for re-imagining the curriculum: A report on the Invisible Learning project. Paper presented at <em>XIV World Congress of Comparative Education Societies</em>, Istanbul, Turkey.</p>
<p>Harkins, A. M. &#038; Moravec, J. W. (2010, March 5). Leapfrog principles and practices in preK-16 human capital development leadership through &#8220;StoryTech.&#8221; Paper presented at <em>Comparative and International Education Society 54th Annual Conference</em>, Chicago, IL.</p>
<p>Moravec, J. W. (2010, January 30). A look into the future of education &#038; the Minnesota Planetarium. Invited lecture presented at <em>Minnesota Planetarium Society</em>, Minneapolis, MN.</p>
<p>Moravec, J. W. (2009, November 20). Boundlessness of learning environments. Invited keynote lecture presented at <em>Rajaton Oppiminen/Boundless Learning seminar</em>, Haaga-Helia School of Vocational Teacher Education, Helsinki, Finland.</p>
<p>Moravec, J. W. (2009, November 4). Toward Education 3.0: Innovating teaching and learning in the Cloud. Invited keynote lecture presented at <em>i+i Conference</em>, Lunteren, Netherlands.</p>
<p>Moravec, J. W. (2009, November 2). From automatons to knowmads: Redesigning education for the 22nd century. Workshop presentation at <em>Education Futures NL</em>, Amsterdam, Netherlands.</p>
</td>
</table>
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