Clue+4+-+S12b

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.__**

Amy: 3, 1 Elizabeth 6,5 Vanessa 5:2

__**Input Below:**__

VT - The picture above says that the 21c Learner enjoyed playing games where you could create and delete the characters in the game. To play the game it looks like you start alone. Interesting ideas. I don't think I ever would have thought of those just by seeing the buttons on the screen.VG 35 EXTRA CHARACTERS

EG- The picture also allows the learner to be "whoever they want to be," and "live another life" through an avatar or other medium. Since they can create the character, that sounds right. When you were a kid, how did you you become whoever you wanted to be and live another life? VG

AP -This clue represents a fantasy world in which the user makes all the decisions. They are able to control the input which decides the output. Hmmm. Do you think that control and choice are important to your 21st century learners? VG

AP-The learner explores creation of another identity and controlling that life. As a demo session, which shows it is a trial for the learner. Does today's classroom allow students to experience failure? Do our students think that the classroom is a demo session for life? VG 2 EXTRA CHARACTERS

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

__Educational Implications Summary Below:__
ELIZABETH - The learner wants to have a great deal of control in who they are in the learning process. They don't want to be told what to do. They want creative license and power to choose what happens. They may require little guidance.

= Score for Clue # 4 =


 * > Name ||> Dice ||> Inputs ||> Value ||> Relevance ||> Keyword ||> Total ||
 * > Amy ||> 4 ||> 2 ||> 4 ||> 4 ||> 0 ||> 14 ||
 * > Elizabeth ||> 11 ||> 1 ||> 3 ||> 3 ||> 0 ||> 18 ||
 * > Vanessa ||> 7 ||> 4 ||> 2 ||> 1 ||> 0 ||> 14 ||

Clue 5 - S12b