Classrooms of the Future X
Keynote Presentations


Learner-Centered Learning, Joe Landsberger
8:30 a.m.

Joe Landsberger's keynote will be a discovery-based approach to learning styles.  The keynote will include

- a brief, guided exercise as an advanced organizer

- an exposition of various components or attributes of learning drawn from various researchers

- situations where learning styles and attributes might affect the process and outcomes of learning


This is intended for all who are engaged in the mission of an educational institution: whether faculty, administrators, or support professionals. 

 

Applications of Gaming to Learning, Kurt Squire
1:30 p.m.

Kurt Squire’s keynote presents work done in the education arcade at the University of Wisconsin-Madison and Massachusetts Institute of Technology, describing some of the emerging research in digital game-based learning and outlining some of the key issues for the next generation of research and development in games and learning. 

In the past 15 years, digital games and simulations have gone from a niche, hobbyist pursuit to a vibrant international industry. Many of today’s most pressing and vexing social, political, and legal issues are playing themselves out through games (c.f. NYU conference), as 

 

  • the legal status of virtual communities
  • participatory content generation
  • intellectual property rights law
  • representation and expression in digital media, and now,
  • the educational / cognitive of life in a digital age

Games are driving innovation in digital media, particularly around areas of real time simulation, virtual communities, virtual economies, and ideological expression in digital media.  Today’s students are growing up with a digital media that most educators do not even have a base familiarity with, let alone understand. As Jim Gee argues, part of what makes games interesting is that they are long, challenging, and allow us to inhabit new identities. As such, games have a lot to teach us about learning and literacy. Further, a current generation of educational technologists is exploring how games might be designed to promote learning in specific areas.