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Globaloria Student Produced Games:The Zeitgest; The Ultimate Lunch Tray; Jimmy vs. the Splurge     (0 comments)

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Age Range Ages 7 and up

Brief Description

These games are all samples of original social-issue web-games students (10-24 years old) created using the Globaloria platform and curriculum. The Globaloria Program is a virtual network for learning social-issue web-game design that empowers youth with the digital literacies to actively participate and lead in today’s new media world.

Release Date June 2007 & June 2008

Developer Globaloria Students (10-24 years): The Zeitgeist: The Five Experimental Ninjas, RTC (High School) & MCTC (College), WV; The Ultimate Lunch Tray: The ReThinkers, Middle School, New Orleans; Jimmy vs. the Splurge: John Rhea, American University, DC

Project Lead The Zeitgeist: James Bohon, Kris Kepner, Brandon Stalnaker, Toby Devine, Clint Higgins; The Ultimate Lunch Tray: Victoria, Arieanna, Leon, Briante, Josie, Ronaldo, Victor, Vernard, Ebelio; Jimmy vs. the Splurge: John Rhea

Press Coverage

http://www.worldwideworkshop.org/press

Press Release URL
http://www.worldwideworkshop.org/press

Full Description

Featured here are games created by students using the Globaloria program. The Zeitgeist, a right-scroll platformer, is a multi-faceted game where each level represents a new historical period. The Zeitgeist was created by WV public high school and community college students to delve deeper into game-making and history. The Rethinkers, a group of 10-17 year olds whose lives were devastated by Hurricane Katrina, used the Globaloria program to develop The Ultimate Lunch Tray as an advocacy tool for healthier cafeterias. They presented their original game to the district school superintendant. Using Globaloria, John Rhea, an American University student, developed Jimmy vs. the Splurge, a vertical shooter, to teach about nutrition and healthy eating. The Globaloria program (www.Globaloria.org) is a social network for learning that invites students and educators to master the tools of social media technology by creating their own web-games, wikis, and blogs. They work individually and collaboratively within an activity-driven, virtual, networked learning community with a specific social-issue thematic focus. The program follows a learning-by-doing curriculum approach to producing web-games using the latest digital communication technology to enable active and transparent participation, exchange, communication, and collaboration online. Through the process of virtual web-game design and creation, young learners master the abilities to originate creative and purposeful digital content, to write as well as read digitally, to express themselves in a networked community, and to innovate and collaborate using social networks and social media technology; the very skills needed to be productive and successful 21st-century citizens.



Purpose

Through the process of virtual social-issue web-game design and creation, young learners master the digital literacies and abilities to be active participants and leaders in today’s digital and global world. Globaloria is unique in cultivating and intertwining six specific competencies: 1.Invention, progression, and completion of an original digital project idea (for an educational web- game or interactive simulation) 2.Project-based learning through online project management in a wiki-based networked environment 3.Publishing and distribution of self-created digital media 4.Social-based learning, participation and exchange in a networked environment 5.Information- based learning, purposeful search, exploration 6.Surfing websites and web applications

Metrics
How are you measuring results?
World Wide Workshop researchers use a variety of methods to evaluate the cognitive, behavioral, and affective impact (the Six Contemporary Learning Abilitities) of our programs. Researchers implement a complex and eclectic methodology, which they consider to be a pilot in and of itself, including the use of: •Pre- and post- program surveys •Real-time statistical and empirical tracking of activities and behaviors •Case studies •Evaluations of work product •Evaluations of wiki participation •Interviews, conference calls, and email exchanges with educators •In-person visits •Videos and transcriptions from site visits

What outcomes have been measured?
Based on our impact research (See: http://www.worldwideworkshop.org/reports), as a result of participating in the Globaloria program, students and educators have demonstrated an increase in all Six Contemporary Learning Abilities with Technology (6CLAs), as has their propensity to develop impactful and social-issue focused games.

Non-Profit involved: yes


Funding Sources: Multiple, including West Virginia Governor’s Office, West Virginia Department of Education, Claude Worthington Benedum Foundation, Verizon West Virginia

Sponsors/In-kind donations: West Virginia Center for Professional Development

Budget
Overall: 900,000
Secured: 600,000

Social Issues/Channels Economics, Environment, Human Rights, Politics, Public Health, Public Policy, Youth-Produced Game Tags

Social issues, social learning, transparent learning, web-game design and programming, collaborative media-technology, wiki-based participatory learning, digitally-literate participation, 21st-century skills, creativity and original thinking



Where you can play this game All games currently exist within the Globaloria social network at www.Globaloria.org and can be played, opened, shared, remixed, and explored on the website and on the student developers’ wiki pages: The Zeitgeist: http://www.myglife.org/usa/wv/rtc/en/play/Casual/zeitgeist and http://myglife.org/usa/wv/mctcwiki/index.php/The_Five_Experimental_Ninjas The Ultimate Lunch Tray: http://www.myglife.org/usa/wv/rtc/en/play/Social/ultimatelunchtray and http://www.myhlife.org/usa/la/rethinkwiki/index.php/The_Ultimate_Lunch_Tray Jimmy vs the Splurge: http://www.myglife.org/usa/wv/rtc/en/play/Social/jimmy and http://www.myglife.org/usa/auwiki/index.php/User:Johnrhea

Contacts
General Idit Harel Caperton, Idit@WorldWideWorkshop.org
Press Amber Oliver, Amber@WorldWideWorkshop.org


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