Games4Learning

24 Mar 2010

Games4Learning

Download the Games4Learning flyer

Once registered please select your preferences. There are 4 concurrent sessions which have 5 sessions in each. Any issues please send us an email with your preferences at pd@vitta.org.au

Do you want to explore how video games and social media are positively transforming learning?
Then don’t miss this exciting conference!


Who is this for?
This conference is designed for all teachers both Primary and Secondary and of all subjects and specialist ICT. This conference examines the impact of games and game culture on learning and society and gives ideas and resources on how to make the most of this impact. Games help students learn and encourage them to think, focus, challenge and change. Games allow a number of interconnected disciplines to interact with each other - from story writing to art to programming to design. Computer games can build students' story telling skills, encourage cooperative learning, engage students in problem solving and higher order thinking, encourage planning and reflection and can be a multi-disciplinary exercise, as developing a good game can involve composing music, script writing, story development, physics, visual arts, spatial arts and much, much more. Games also introduce students to programming, a key skill necessary for the 21st century.


What will you come away with?
The Conference sessions on xBox, Game Maker, Kodu, Scratch, machinima, Kahootz and Nintendo and many others show how traditional literacy and numeracy skills can be applied to game design, analyse the planning process involved in games creation and demonstrate how to deconstruct and manage large numbers of ideas, and how to brainstorm and creatively solve game related problems as well as enabling teachers to assess this learning against the relevant state standards. Ideas, resources, meeting great educators involved in the field of games for education and, most of all, inspiration for Monday morning's lesson.


What is included?
Computer Lab facilities are provided. Morning tea and lunch is also provided


When is it?
Wednesday 24th March from 8:30 a.m. - 3:30 p.m.

Venue
Forest Hills Centre for Digital Excellence at Forest Hills Secondary College
178 - 180 Mahoneys Rd
Burwood East VIC 3151
Melways Reference: Map 62 C5

Price: VITTA and VAGTC members $300 (Inc. GST) non-members $375 (Inc. GST)

8:30am

Registration

9:00am

Welcome - Phil Callil (VITTA Vice President)
Why games for learning?
Phil Callil Xavier College

9:15am

Keynote Plenary
Kodu ~ Collective Knowledge Building and Game Development

Richard Olsen IdeasLAB
The aim of Planet Kodu is to foster a community of co-learners and co-creators who support and encourage each other. Richard will share how online communities can be designed to support independent, self-directed game developers. He will discuss the technologies and practices that foster collective knowledge building in particular as it relates to Kodu Game Lab.

10:15am

Morning Tea
10:45am Concurrent Sessions 1
1A Lab 1 Xbox
Adrian Janson , Melbourne High School
1B Lab 2 Games for PC, MAC and iPhone
Conor O’ Kane, RMIT
1C Lab 3

Kodu Game Lab
Richard Olsen, IdeasLAB
Kodu Game Lab allows anyone to rapidly design and develop 3D games using an intuitive icon based programming language. Participants in this hands on session will learn the fundamentals of creating games with Kodu, including the visual programming language, world and object settings and the techniques for creating more advanced logic and game play.

1D Lab 4 Scratch
Lee King, Mount Waverley Primary School
1E Machinima - Making Movies With Games
Vincent Trundle, Australian Centre for the Moving Image ( ACMI)
Young people today are constantly creating new and exciting uses for technology. Making machinima embraces this behaviour and is an excellent way to engage year 9 and 10 students while meeting many curriculum requirements. In this session you will view key examples of machinima discuss the practicalities and possibilities of machinima.
Concurrent Sessions 2
2A Lab 1

Kahootz 3: Connecting children with game making technologies
Maggie Garrard, Australian Childrens Television Foundation (ACTF)
In the context of the new technologies, teachers and students want new ways to work productively to become critical users and creators of digital media. Kahootz 3 is a powerful set of 3D multimedia tools that empowers students and teachers with the skills and tools to create their own media, allows them to be designers, inventors and storytellers, connects them to a diverse, engaged audience, is also an active, online community. Kahootz 3 also provides students with opportunities to develop animation films and virtual games.

2B Lab 2

Introduction to Gamemaker
Nat Bradshaw, Caroline Chisholm Catholic College
Over the last few years, Game Maker has become a popular games development platform and is now used in many Victorian high schools. During this session, you will be introduced to the types of games which you can create, and also teaching resources available. Strategies to integrate Game Maker with VELS will also be discussed.

2C Lab 3

Game On with 2Simple!
Carrie McLean 2Simple
Much research over the last few years has shown the positive influence of gaming on learning. This session will raise the bar to new heights, showing how primary school children can become active learners and creators in the gaming forum rather than passive players. Using Do It Yourself, we will explore how primary students can create their own games, puzzles and quizzes to share on an IWB, the web, blogs, PDAs or email around the world. During this session we will put the focus back on learners generating and self-differentiating their learning and allow teachers to rediscover their creative juices!

2D Lab 4 Using Video Games in your Classroom
Blake Curran, Roxburgh Rise Primary School
Experience first hand the use of Nintendo Wii and DS consoles in a primary classroom and become familiar with how these technologies can be used in an educational context in literacy and numeracy classes. Develop an understanding of the varying games and consoles that can be used to reach educational curriculum outcomes, learn how to increase student engagement and attendance at your school and leave this session with the ability to implement Blake’s strategies in your own classroom—with confidence!
2E Ed Games Apps for the iPod Touch, iPhone and iPad
Cecilie Murray , Delphian
Anywhere, anytime learning in the palm of your hand. App-titude Learning apps engage and motivate students and enable schools to embrace 1:1 learning with innovative content in the hands of every learner. The education apps cover a range of learning areas, are high quality constructivist learning in a games style interface. Students can use them in class, at home or on the way to school for personalised learning or learning in teams. Teachers can view and manage automatic assessment of student progress from the App-titude online assessment system that provides data in graphs including leaderboards, classroom participation and performance results. Support resources guide teachers in how to use them in the classroom or online environment. Come along for a hands-on experience.
12:45pm Lunch
1:30pm Concurrent Sessions 3
3A Lab 1 Actionscript
Kevork Krozian, Forest Hill Secondary College
3B Lab 2 Introduction to Gamemaker
Nat Bradshaw, Caroline Chisholm Catholic College
Over the last few years, Game Maker has become a popular games development platform and is now used in many Victorian high schools. During this session, you will be introduced to the types of games which you can create, and also teaching resources available. Strategies to integrate Game Maker with VELS will also be discussed.
3C Lab 3

Kodu Game Lab
Richard Olsen, IdeasLAB
Kodu Game Lab allows anyone to rapidly design and develop 3D games using an intuitive icon based programming language. Participants in this hands on session will learn the fundamentals of creating games with Kodu, including the visual programming language, world and object settings and the techniques for creating more advanced logic and game play.

3D Lab 4 Scratch
Eugene Stefyn, Wellington Secondary College
3E Machinima - Making Movies With Games
Vincent Trundle, Australian Centre for the Moving Image (ACMI)
Young people today are constantly creating new and exciting uses for technology. Making machinima embraces this behaviour and is an excellent way to engage year 9 and 10 students while meeting many curriculum requirements. In this session you will view key examples of machinima discuss the practicalities and possibilities of machinima.
2:30pm Concurrent Sessions 4
4A Lab 1 Kahootz 3: Connecting children with game making technologies
Maggie Garrard, Australian Childrens Television Foundation (ACTF)
In the context of the new technologies, teachers and students want new ways to work productively to become critical users and creators of digital media. Kahootz 3 is a powerful set of 3D multimedia tools that empowers students and teachers with the skills and tools to create their own media, allows them to be designers, inventors and storytellers, connects them to a diverse, engaged audience, is also an active, online community. Kahootz 3 also provides students with opportunities to develop animation films and virtual games.
4B Lab 2

Gaming Intiatives
Andrew Owen, Monash University

4C Lab 3

Game On with 2Simple!
Carrie McLean 2Simple
Much research over the last few years has shown the positive influence of gaming on learning. This session will raise the bar to new heights, showing how primary school children can become active learners and creators in the gaming forum rather than passive players. Using Do It Yourself, we will explore how primary students can create their own games, puzzles and quizzes to share on an IWB, the web, blogs, PDAs or email around the world. During this session we will put the focus back on learners generating and self-differentiating their learning and allow teachers to rediscover their creative juices!

4D Lab 4 Never Winter Nights
Paul Sijpkes, ICT Education consultant
4E Ed Games Apps for the iPod Touch, iPhone and iPad
Cecilie Murray Delphian
Anywhere, anytime learning in the palm of your hand. App-titude Learning apps engage and motivate students and enable schools to embrace 1:1 learning with innovative content in the hands of every learner. The education apps cover a range of learning areas, are high quality constructivist learning in a games style interface. Students can use them in class, at home or on the way to school for personalised learning or learning in teams. Teachers can view and manage automatic assessment of student progress from the App-titude online assessment system that provides data in graphs including leaderboards, classroom participation and performance results. Support resources guide teachers in how to use them in the classroom or online environment. Come along for a hands-on experience.
3:30pm Finish

VITTA and VAGTC: working together to provide professional learning to benefit our students

Cancellations: No refunds if less than 5 working days notice. Cancellations prior to this incur a 25% cancellation fee. Cancellations must be made in writing to pd@vitta.org.au



Registrations Open: 11 Feb 2010
Registrations Close: 24 Mar 2010
Places Available: 121
Price: AU $ 375.00 (Inc. GST)