Our Vision
We are inviting the World to play the World Peace Game online with us for free.
Educational competency subject
We are creating responsible citizens of the world showing competency in the 15 global challenges made by the Millenium Project through an online version of the World Peace Game- see www.world-peace-game.com. This game was inspired by John Hunter’s world peace game- see www.Tedtalks.com and search for it.
Students will show competency by uploading photos, video, or blog
their change in behaviors to meet 15 global challenges. This will be used for performance analytics for ages 13 and up will be prepared to meet 15 global challenges with a concrete and measurable learning objective through vocab pre-test and post test, survey, and photos proving competency to measure learning. Ages 9-12 will experience exploratory learning, activities for growth, and measured learning would be in a form of an interview and survey.
their change in behaviors to meet 15 global challenges. This will be used for performance analytics for ages 13 and up will be prepared to meet 15 global challenges with a concrete and measurable learning objective through vocab pre-test and post test, survey, and photos proving competency to measure learning. Ages 9-12 will experience exploratory learning, activities for growth, and measured learning would be in a form of an interview and survey.
The students/trainees/ audience/learners are ages 13 and up will experience global learning for global needs international curriculum, 2nd language english learners are welcome to practice their English skills.
Showing competency of he 15 global challenges made by the Millenium Project through an online version of the World Peace Game will prepare students for college standard, meet the 15 global problems, meet people who are interested in the needs of others and international relations, care for the world, people beyond their borders who need help, and learn media is not free giving them the opportunity to define the correct problem to solve. Ages 9-12 will gain experience in complex problem solving in a classroom environment or home study.
The level of education for 13 and up background varies. We have a large pool of scenarios to choose from or make your own for design thinking empathy, motivated by observations, constraints and challenges.
9 to 12 year olds which are about 4th through 6th grade can learn
auditory comprehension by talking with peacekeepers from around the globe. They can also learn visual through a type of online comic book similar to urgent evoke.com.
9 to 12 year olds which are about 4th through 6th grade can learn
auditory comprehension by talking with peacekeepers from around the globe. They can also learn visual through a type of online comic book similar to urgent evoke.com.
The learning needs are met through engaging, memorable, dynamic, relevant experiences, translation and experience in practicing english or 2nd language. Ages 9 -12 level- 4th grade creativity tends to drop in American schools because of peer relations and hormones insufficient opportunities to innovate.
Environmental context/learning conditions and the ecosystem in which the learning scenario exists is a classroom, among friends, or over Skype. Important conditions, factors, constraints, or assets of the ecosystem that play a role in the learning scenario is that the internet, skype and curiosity of another country culture, factors of an unfree media come into play.
For underprivilege areas without internet, we ask teachers to ask a friend who has internet access to skype us so we can explain how to teach the game without materials. We will have a book with Scenarios to play the game which can be passed out in rural India.
13 and up need parents permission chat with friends, 18 and up may have language barriers. Our team members are mostly bilingual to translate and assist 2nd language learners. For those without internet, the book with a collection of exercises in an option. Ages 9-12 can play in a classroom setting for safety from cyber predators. Those without internet access could use the scenarios through book. We offer free training with no need for materials for underprivileged communities.
Important conditions, factors, constraint or assets to consider is that fact that the media is not free, language barriers, internet is ideal for learning through the website and Skype. Most important condition to overcome is the fact that people need to overcome their fears of playing with people from a different culture. To upload pictures showing evidence of learning and blog of their ideas and what they are learning a smart phone is needed. We are creating a comic strip version for people who are afraid to talk to different cultures. Example: I have friends who are afraid to talk to Syed and Syed has friends who are afraid to talk to me.
Ages 9 and up with a classroom environment is an asset. 13 and up- play with friends. 18 and up prehaps have people who do not like getting out of their comfort zone and media creates fear of meeting people from a different culture, not trusting, causing prejudice, and embarrassed. skype for global learning is needed. Those that are afraid to speak to someone directly from another culture can play the alternate virtual reality version for 9 and up.
The infrastructure has a media is not free.Types of financial or human resources available for addressing the learning challenge is collaboration- uploading ideas onto the internet, Skype, book of scenarios and social network. For poor areas with out internet, we ask teachers ask a friend who has internet access to skype us so we can explain how to teach the game without materials.
Financial/human resource factors that influence implementation is collaboration and technology.One may need skype, many are without a microphone so text instead, no internet access would need the book or free training overcome fear of different races and cultures. Those issues of illiteracy could learn auditory with our free training but would have to ask a friend to borrow Skype.
An existing learning program is Worldwithoutoil.com game with 60,000 players, people uploaded proof that they took action for a better world. Little reading is required as is imagination and self control. The urgentevoke.com game had 20,000 players, some still currently playing by uploading their ideas for a better world.- end of assignment #
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Thoughts become words, words become actions, actions become habit, and habit becomes character.
The world peace game online was born from John Hunter’s Ted Talk on the World Peace game. We are people of peace taking a Stanford class online MOOC called Designing a new learning environment.Our professor is Paul Kim: Chief Technology Officer and Assistant Dean, School of Education, Stanford University. http://venture-lab.org
We plan on keeping our facts as accurate as possible while our version will support multiplayer with video conferencing capabilities.
Our goal for this game is to serve as a springboard to discussion. We strongly believe that once you put an actual face to a problem, solutions can become reality. We hope to connect people from all over the world, from all different cultures and ages groups in an effort to find a way to one day enjoy a world at peace.
We are currently aligning the game to standards or learning frameworks. It is credible, accurate on geography and statistics, and appropriate because speaking to someone freely and asking them questions on what they would do in certain situations, can be intellectually stimulating, thought provoking, providing critical thinking and creative problem solving skills. Speaking to someone face to face has be scientifically proven to be intimately engaging. John Hunter’s Ted Talk has a video proving evidence of a positive impact on student learning outcomes through self discovery. Learning through exploration and discovery can lead to innovation, building community, taking appropriate risks, and imagination. It facilitates learning more effectively in ways that couldn’t be achieved otherwise because it is exploratory learning where the students discovers for themselves empathy for other people in different situations which is the basis for finding the right problem to solve. After writing my Masters thesis on Stanford design Methodologies from Stanford Design school referred to as the d.school, I have learned that role playing and deep dive interviewing is the basis for human centered design for engagement. This design allows to form the correct problem to solve.
Our prototype is currently under construction, however role playing and pretending is easily understandable and usable for teachers and students. Skills schools and teachers need to implement the technology is using a smart phone to watch John Hunter’s Ted Talk on the World Peace game and then pretending you are playing. Again, playing on skype with people around the world who you have never met is exciting but it can also be played with your classmates and family by just role playing which provides empathy, the foundation of compassion. Using a smart phone takes some time getting uses to and I imagine in areas with out internet access or a printer, the teacher would have to read our scenarios or translate them, and print them out or write down the roles and events. If teachers do not have the skills to make print outs or access the internet or smart phone, perhaps a book of our scenarios could be made. There are new technologies in language translations that are being used for teachers to teach teachers how to play the world peace game. As a special needs teacher focusing on dyslexia, I believe that this game make it engaging for this population. Reading and writing is extremely difficult for 1 out of 5 students who have dyslexia. It incorporates learning theory and effective educational practices because it provides engagement. Scenarios are currently being categorize by age group to be developmentally-appropriate. It is culturally-appropriate for those using skype. As a discussion maker, it is culturally-appropriate depending on the situation. The rules are flexible enough to be changed accordingly. Age appropriate scenarios are all that is needed to play this game. Braille for the blind and organizing translators and ways to communicate with non-english speakers would be a way to break through language barriers. For product specifications, qualities, and costs, online access to scenarios to play globally would be essential. For local play, again, prehaps the teacher can get access somewhere to make print outs, copy notes or make their own scenario if they are creative. I do believe that it is important for a teacher to have creative problem solving skills to meet the needs of their students.
To integrate this game into a learning environment,
it would be a board game, however, that is not sustainable.
My idea was to turn the scenarios into a book for those that
do not have internet access.
it would be a board game, however, that is not sustainable.
My idea was to turn the scenarios into a book for those that
do not have internet access.
The environment we are designing is through skype. Because it is turning into a social network, it is dynamic and the environment changes constantly because it is global. So we are making the learning environment fit the game.
The peacemakergame.com deals with the conflict of Israel and Palestine.It also meets the essay questions in the same way on a smaller scale, however since it was made in 2006 it does not utilize the tecnology of 2012.
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