Clue+4+-+Fa+15

Roll the dice using this link : [[image:gratzlab4cet/Screen_Shot_2012-02-08_at_12.09.09_AM.png link="http://www.random.org/dice/?num=2"]]
Put the numbers you rolled next to your name. The first number determines the order of the discussion, the second the relative priority of your input. A low number in priority means that your input is more valuable. Everyone must comment by Sunday at the latest in order to give time to others. Comments need not be sequential. The goal is to accumulate information.


 * __The person with the highest 2nd number will write a summary of the educational or teaching implications of the information. If all participants have already contributed an educational implications summary, then the highest second number again determines the writer.__**

Brad 3,4 Dawn 6,5 Flora 3, 2 Lynda6,1 Rebecca 4,3 Tara 2, 6

__**Input Below:**__

__Educational Implications Summary Below:__
__RW:__ Summary: Students like to be in control of things and as teachers we should create classrooms that encourage them to be active, themselves, engaged, and contributors.

DM: 21st century learners have the option of escaping the real world and molding a new reality and existence of their own. They can become anyone they choose and create a new persona that doesn't necessarily reflect the lives that they are living. Their options are truly limitless.

RW: The 21st century learners love games. Games can engage them, motivate them, and hold their interest. I also think that this game world creates an environment that allows them to feel safe to make mistakes / learn from them with out feeling embarrassed or inferior.

TS: The 21st century learner spends most of the day playing video games. They can create an alter ego and live that way through the character. They most likely chose to be someone completely different than they are in real life.

BS: The 21C learner wants to recreate themselves. By going to online role-playing games such as WOW, the learner gets a chance to be exactly what they want to be.

LL: The 21st C Learner is a learner that likes to be challenged, rewarded. They learn through various ways. This game uses visual,and auditory skills. The learner also is solving. They are constantly engaged. They are involved, constructing their world.

FV: Th1 21C learner enjoys playing video games and likes the games that carry them off into another world - of adventure. They escape into a world where they can, perhaps, do something heroic and mighty!

DN - About Clue #4: The 21st Century Learner has grown up in a global culture and is comfortable with multi-culturalism.
=== The student may be the product of a diverse background and different heritages, but all of these are part of a 21st century identity. Gaming is one example of a Web 2.0 arena that brings together individuals from different countries, emerging and engaging them in a fantastically detailed fantasy culture. As a result, language, customs, and geography are irrelevant. Borders mean little to the 21st century learner. ===

Keywords include: diversity, multi-culturalism, globalism
=Score:=
 * Name || Dice || Inputs || Relevance || Keyword || Creativity || Total ||
 * Brad || 7 || 1 || 2 || 0 || 2 || 12 ||
 * Dawn || 11 || 1 || 2 || 0 || 2 || 17 ||
 * Flora || 5 || 1 || 2 || 0 || 2 || 10 ||
 * Lynda || 7 || 1 || 2 || 0 || 4 || 14 ||
 * Rebecca || 7 || 2 || 3 || 0 || 5 || 17 ||
 * Tara || 8 || 1 || 3 || 0 || 2 || 14 ||