FlashFace (aka the Literary or Historical Persona Creator)
My title makes it sound much more academic so use it in the lesson plan and flashface with your kids.
A fun way to get kids thinking about the characters in a novel or history. Send them to flashface and have them create their characters for use elsewhere (as icons for blogs). Bonus points for aligning them to the descriptions used in the work.
site found thanks to-
Ideas and Thoughts
Image from page 98 of “Illustrated catalogue and general description of improved machine tools for working metal” (1899) flickr photo by Internet Archive Book Images shared with no copyright restriction (Flickr Commons) I submitted to one of our regional instructional developer organization (Instructional Development ?Educational Alliance Exchange)A slightly terrifying title that evokes Star Wars and blood oaths. Nevertheless . . . this AM. We’ll see if it gets accepted but given my recent reflection on things that seem to have worked in Rampages, the chunk I left out that’s built in Google, Jim’s recent post from Australia, and Alan and Brian‘s continued SPLOT work . . . it seemed like a nice chance to spread this particular word to a VA audience. I also find that articulating concepts like this for other audiences helps me better articulate why I think this work is important. I can’t just say “SPLOT” and have my six friends understand what I’m going to talk about. There’s a place for that.Domains 17 was beautiful for me in that way. The Proposal There is a tendency to make or buy tools that try do everything. As a result we end up with a massive tool that does most things poorly and few things well. Learning goals get obscured by the increasing complexity involved in navigating the […]
Ian Bogost was on The Colbert Report last night. Bogost has a new book, Persuasive Games: The Expressive Power of Videogames, about rethinking the value of video games. From the book description: Videogames are both an expressive medium and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. He mentioned a series of persuasive games he had produced to illustrate his theory, and as he described one of the games, I suddenly recognized it. Dissaffected, a game that places your on the service side of a Kinkos, must have popped on my radar last year. I played it for awhile, then became frustrated with the way I was being treated by the customers and never went back to it. I never realized the significance of my reaction. It is an interesting simulation of the service industry. Bogost has added a number of games to his catalogue, and I recommend exploring the games with your classrooms in mind. This could be a wonderful way to stimulate conversation and reflection. Ian Bogost’s Blog
Media advisory: Study of gamers at IU School of Education: IU News Room: Indiana University The reason for the research, Appelman said, is that the learning style has changed for today’s students, but the content delivery has not adapted. In the standard method of teaching, teachers deliver content and expect memorization, reading, and other work to translate the learning into performing a task. “Students today are absolutely bored with that approach,” Appelman said. “What they want to do is to dive in immediately and say, ‘Give me a task that I can learn from.’” The primary learning method gamers employ, he said, is trial and error. “This generation has no problem with failure. They ‘die’ hundreds of times a day, but they learn from that.” Wouldn’t work for everything but it’s definitely worth thinking about. It’ll be interesting to see how it turns out.