The+Remnant+-+Clue+4

Clue # 4 - what does it tell you about the 21c Learner?
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Roll the dice using this link : [[image:gratzlab4cet/Screen_Shot_2012-02-08_at_12.09.09_AM.png width="71" height="49" 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.

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


 * __The two people with the highest 2nd numbers will Collaborate in a summary of the educational or teaching implications of the information.__**

Elysse-

Gail-3, 5

Judy- 6, 4

Lori- 1, 3

Steve- 2, 2

= Score for Clue # 4 =
 * > Name ||> Dice ||> Inputs ||> Value ||> Relevance ||> Keyword ||> Creativity ||> Total ||
 * > Elyse ||> 0 ||> 0 ||> 0 ||> 0 ||> 0 ||>  ||> 0 ||
 * > Gail ||> 8 ||> 1 ||> 4 ||> 3 ||> 0 ||> 0 ||> 16 ||
 * > Judy ||> 10 ||> 1 ||> 4 ||> 3 ||> 0 ||> 1 ||> 19 ||
 * > Lori ||> 4 ||> 1 ||> 3 ||> 3 ||> 0 ||> 0 ||> 11 ||
 * > Steve ||> 4 ||> 1 ||> 3 ||> 3 ||> 0 ||> 0 ||> 11 ||

__**Input Below:**__ __**1 LB**__ 21c learners' technical skills are honed in the world of games and their learning is meshed with their entertainment/fun. Missteps are part of learning the game better and gamer communities support collaboration in level, rewards, etc. achievement. __**2 SF**__

But these learners' learn in a fantasy world, where injury or death is only temporary, the gameplayer rejuvenated by skill, luck, or at the extreme - rebooting. They must be guided regarding the taking of unnecessary risks as recovery in the real world may not be so easy. Yet, the game of life, just as the Egame itself, teaches the benefits of collaboration as teamwork helps all players advance together. Those who excel are those who can compose the best team.

__**3 GB**__ 21c learners are mission oriented problem-solvers who can cooperate or conflict according to the rules of the game and use social media for recognition and connection.

http://www.edutopia.org/blog/gamification-education-terrell-heick

3b. Could this be used in a similar way? - http://www.edutopia.org/blog/teaching-with-google-plus-terry-heick?utm_source=facebook&utm_medium=post&utm_content=blog&utm_campaign=teachingwithgoogleplus 3c. Here is game-ducation in use: http://foxtwin.com/inferno/

__**4**__ __**5**__  6 - JG For the 21C Learner, video games model best teaching strategies by inserting players into the game at their achievable challenge level, and rewarding the player's success through access to the next level of challenge. There are no concrete rewards such as cash or prizes. Dopamine levels rise, the brain" lights up" with pleasure The student is motivated to continue the quest for knowledge. []>

__Summary Below:__
Judy & Elyse will summarize the educational implications of this clue.

Clue #5