Tampilkan postingan dengan label Nicholas Sheninger. Tampilkan semua postingan
Tampilkan postingan dengan label Nicholas Sheninger. Tampilkan semua postingan

Game Design as a Catalyst For Learning

Posted by Unknown Rabu, 22 Mei 2013 0 komentar
Over the course of this school year, I have been fortunate enough to share ideas on technology integration with Judy Wilson, my children’s principal at P.S. 3 in Staten Island, NY.  Many of these conversations focused on my own son’s use of technology as a catalyst for creativity, problem solving, and critical thinking developed by playing Minecraft and using iMovie to storyboard and create his own movies.  These conversations eventually led Judy to include Nicholas in a pilot program at the school where students would be creating virtual reality games after the regular school day.  As someone who loves educational technology and knowing how much my son does as well, my wife and I figured this was an unbelievable opportunity that couldn’t be passed up.
My son and PS 3 student Nicholas playing a virtual reality game created by his peers.

After participating in the program for over three weeks, Judy invited us to see firsthand what the students had been doing.  This was where I finally learned about VR Quest™ developed by Warren Black.  Warren developed this program for middle and high school students, but Judy convinced him that elementary school students could do it.  With the help of teachers who stepped out of the box to work with the kids – Justine Kostenbader (Technology) and Mr. James Laieta (Language Arts) – the after school program was born.  The resulting pilot consisted of mostly fifth and fourth grade students as well as just two students in the second grade.  I cannot begin to explain how excited I was when I found out that my son Nicholas was one of the two second grade students authentically engaged in the design of games to solve complex programs.

VR Quest™ is a fun and educational project-based learning (PBL) model that integrates fully immersive Virtual Reality technology.  It enriches students’ lives by offering computer and real-life skill instruction delivered through comprehensive projects in the subject areas of science, history and social studies.  Each VR Quest™ project has a specific content area as its "lead" theme. As the project unfolds, a myriad of other subject areas and disciplines are woven into the mix to create a rich and challenging cross-curricular experience. Check out what some schools in Hawaii are doing with VR Quest™.

VR Quest™ students work as a team to create a Virtual Reality multimedia environment. They develop a vested interest in their project by becoming an integral part of a production crew and participating in a challenge or theme, which relates to their own lives. Creating their virtual worlds helps students develop skills in game design, art, storytelling, 3-D animation, computer literacy, research, reading, problem solving, critical thinking, and teamwork. Upon completion of the project, students enter their virtual worlds via a head-mounted display and interact with their creations.

The two lead themes that students could choose from were ancient Egypt and Mars.  Can you guess which theme most of them chose?  The entire activity is connected to the Common Core and consists of seven specific steps:

  1. Define objective
  2. Brainstorm
  3. Research on Macs
  4. Storyboard by hand
  5. Build the interface
  6. Pilot test of game created
  7. Take completed project home to play

Below is a video highlighting the work done by these students.


It was so exciting to see what my son and his classmates had created.  It was apparent from their presentations that the project focused on essential skills sets (communication, collaboration, creativity, critical thinking, problem-solving, global awareness) and was thoroughly engaging.  Just watching these young children line up to play each other’s games and explain what they had created at 7:00 PM was a testament to the effectiveness of this program.  I commend both Judy Wilson and Warren Black for providing my son with this enrichment opportunity.  Now I have to work on brining this amazing program to the students of New Milford High School.

To learn more about VR Quest contact Warren Black at 631-365-2506 or wblack@vrquest.com



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The Best Keynote Ever

Posted by Unknown Rabu, 17 April 2013 0 komentar
I have been extremely blessed to be invited to speak and work with administrators all over the country.  There is nothing more exhilarating than sharing the work of my students and teachers as it has radically changed how I lead.  Especially during keynote presentations, I talk about the need for school leaders to take calculated risks to initiate meaningful change. However, I rarely demonstrate this in action.

Well, that all changed recently at the Leadership 3.0 Conference in Irvine, CA.  As I was going through my slide deck one final time, a crazy thought crept into my head.  As I looked at my slide on how the learner has changed, I felt that someone else could make a stronger point than I.  During this part of my presentation I typically relay stories of how learners are extremely creative with technology outside of school.  They construct their own knowledge, solve problems, and employ critical thinking skills through many of the games they play.  Thus, the perfect person to make my point was my own son, Nicholas. He is currently a second grade student at PS 3 in Staten Island, NY.

Image credit: Elizabeth Calhoon http://instagram.com/p/YBGCTxhFb1/

I immediately texted my mother-in-law as I knew there was not much time to act.  Nicholas was about to get picked up at the bus stop and I needed to know at that very minute if he would agree to Facetime with hundreds of strangers and answer a few simple questions.  Once I received the go ahead from him, I tested out Facetime using his sister’s iPad mini as his iTouch was not working.  During this test I told him that I was going to ask him a few questions about Minecraft and that it would be a piece of cake.

Now I am never nervous when I speak, but this time I was a wreck.  In my mind Nick’s performance was going to be the highlight of my keynote.  About ten minutes into my presentation it was time to call him.  The first attempt failed and I had to actually call my wife on my cell phone to work out the small issue.  The second attempt worked and I could not be prouder of my son.  He told the audience that his favorite game was Minecraft and went on to explain all of the amazing things he has created on his own.  He spoke about creating his own McDonald’s that serves food, a racetrack for his pigs, new buildings, and a pool with a slide.  

His little words and cheerful demeanor conveyed a powerful message.  Learning should be fun, creative, collaborative, and self-directed.  Creativity is an essential skill that drives learning, especially that of our younger students. Schools must recognize this fact and work with students at all levels to implement outside experiences that authentically engage students in learning and construction of new knowledge.  Everyone in the audience saw firsthand the profound impact games such as Minecraft are having on my son's learning.  Thank you Nicholas Sheninger for being the best keynote speaker ever!

P.S. I plan on videoconferencing my son into future talks as long as his schedule permits it.
  


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