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MMORPGs & GNs How Two Forms of Popular Media Can Work For You

MMORPGs & GNs How Two Forms of Popular Media Can Work For You. Diana (& Mary) Maliszewski July 24, 2006. Standing on the shoulders of giants…. “Comic Books and Graphic Novels in School and Public Libraries” Gail de Vos. Standing on the shoulders of giants…. Simmons College, Massachusetts

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MMORPGs & GNs How Two Forms of Popular Media Can Work For You

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  1. MMORPGs & GNsHow Two Forms of Popular Media Can Work For You Diana (& Mary) Maliszewski July 24, 2006

  2. Standing on the shoulders of giants… “Comic Books and Graphic Novels in School and Public Libraries” Gail de Vos

  3. Standing on the shoulders of giants… Simmons College, Massachusetts Robin Brenner, Beth Gallaway

  4. “I get by with a little help from my friends…” James Maliszewski and “the boys”

  5. Gaming is the medium of choice for the millennial generation

  6. Teens that play games online** 81% ** Lenhart, Amanda et al. "Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation." Family, Friends & Community. Pew Internet & American Life Project. July 2005.http://www.pewinternet.org/PPF/r/162/report_display.asp

  7. E-rated games sold in 2005* 85% * ESA. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php

  8. Women over age 18 and boys age 6-17 who play games* 28% 21% * ESA. Top 10 Facts. http://www.theesa.com/facts/top_10_facts.php

  9. Games are like books, they are just another new format

  10. Social Competitive Wired Self-aware Always On Heroic Multi-taskers Global Collaborative Risk Takers The Gamer Generation TM Characteristics * Beck, John C. & Mitchell Wade. Got Game? How the Gamer Generation is Reshaping Business Forever. Cambridge MA: Harvard Business School, 2004.

  11. Learning principles in games*** • Risk –tasking in a “safe” environment • Rewarding of practice • Use of affinity groups • Probing cycles • Situated meaning • Self-knowledge • Identity formation *** Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. Palgrave McMillan, 2003

  12. Hand-eye coordination Pattern Recognition Reading & Writing Physics Math History Geography/Map Reading Social Skills Mentoring & Leadership Critical Thinking Problem Solving Creativity High self-esteem Loyalty Teamwork Calculated, Strategic Risk-taking Fun Side Effects of Video Games

  13. Gaming Reinforces New Literacies • Exposing Knowledge • Employing Information • Expressing Ideas Compellingly • Ethics on the Internet Warlick, David. ”The New Literacies.” Scholastic Administrator. Mar-Apr2005 http://www.scholastic.com/administrator/marapr05/articles.asp?article=newlit

  14. Exposing Knowledge • Find information • Understand and explain found information regardless of its format • Evaluate information • Organize information

  15. Runescape http://www.runescape.com

  16. World of Warcraft Example of information gathering in game

  17. Webkinz

  18. Employing Information • Computation • Measurement • Analysis • Application

  19. Lemonade Stand http://www.lemonadegame.com

  20. Set Game http://www.setgame.com

  21. Expressing Ideas Compellingly • Mechanics matter • Creativity & efficiency highly rated • Text, images, audio, and video are used to express ideas in many digital formats

  22. Fan Fiction http://www.fanfiction.net/cat/209/

  23. Machinima Warcraft Tutorial Warcraft Movies Red Vs. Blue

  24. Ethics on the Internet • Modding – recreating game content • FanFic – writing stories about characters created/owner by someone else • Machina – films/videos created through recording video game play

  25. 7 THINGS YOU CAN DO TOMORROWto make your school welcoming to gamers • Use games to do readers advisory • Be a strategy guide • Embrace your inner technogeek • Be flexible • Plan change • Immerse yourself in pop culture … especially video game culture • Try some games!

  26. USE GAMES TO DO READER’S ADVISORY INSTEAD OF: • What authors do you like to read? • What are the last 3 books you read and enjoyed? • What did you like about them? ASK: • What movies do you like? • What TV shows do you watch? • What games do you play?

  27. Graphic NovelsTruth VS Fiction: Comics are just for kids. Graphic novels are just for adults. False: Comics or graphic novels are for all ages and incorporate many genres and topics. One even won the Pulitzer Prize for literature! F.Y.I. All GNs are comics, but not all comics are GNs.

  28. Graphic NovelsTruth VS Fiction: Reading comics encourages other reading. True:Stephen Krashen says in his book that studies & case histories show that comics can serve as a conduit to heavier reading.

  29. Used by permission – www.overduemedia.com

  30. Benefits

  31. So who reads this stuff? • Reluctant readers • Boys • Struggling readers • ESL students • Teens • “Internet Generation” • Gifted students • Readers with “visualization” problems • Students with different “Multiple Intelligences” (linguistic / spatial / interpersonal) • ALL KINDS OF PEOPLE!

  32. And what are they reading?

  33. And many, many more!

  34. Mary’s Favourites

  35. How can I use graphic novels in my program / classroom? • Make some available during silent reading time • Offer as an option for a book report • Use as part of your “multi-media” approach to a topic • Create a literature circle group based on one title • Begin a “comic club” / “boys reading club” • Let students create their own comic for an assignment • Read some yourself! • Be positive and knowledgeable

  36. More Questions? Energizer: “Snowball” Diana.Maliszewski@tel.tdsb.on.ca

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