CYFAR
2007 Pre-conference May 1, 2007
Developing and Managing a
Youth-Centered,
Non-Formal Computer Lab Program
Presenters/Facilitators
Bill Pabst,
4-H Youth Specialist
4-H Center
for Youth Development
826 Clark Hall,
V 573-884-7590; F 573-884-4225
Vishal
Singh, Multimedia Designer
Jeanne Gleason
Department Head, Media Productions
Overview
The pre-conference addresses
two issues that are critical to many CYFAR programs: after-school programs and
teaching technology to underserved audiences. Many upper elementary and middle school
youth have considerable discretionary time. This discretionary time represents
an enormous potential to engage in either positive or negative activities. The
availability of positive activities that meet the needs and interests of youth
are extremely important. Playing computer games and using computer tools
is rapidly becoming a favorite activity for many youth.
This interest offers tremendous teaching opportunities in out-of-school
settings. The cognitive play of many computer games includes significant
practice with math, art, spelling, communication, science, geography, social
studies and other academic topics. The youth can also become
proficient with general computer use, software navigation, computer-based
devices, and technology concepts. By learning many software titles, even
games, learners are better prepared for the next computer learning challenge
The
pre-conference draws upon three separate but intertwined research threads- a)
teaching with computers, b) learning with games, and c) organizing
out-of-school computer learning environments.
The
session builds on research and evaluations from three large-scale, non-formal computer
lab projects.
COMPUTER GAMES AND LEARNING: Why do we think it's worth talking about computer
games and learning in the same breath?” by Keri Facer, provides an overview of computer games and learning http://www.futurelab.org.uk/download/pdfs/research/disc_papers/Computer_Games_and_Learning_discpaper.pdf Mitchell and Savill-Smith’s
“The use of computer and video games for learning – a review of the
literature”. ISBN
1-85338-904-8 http://www.lsda.org.uk/files/PDF/1529.pdf provides an in-depth review.
Powerpoint Presentation-
http://4h.missouri.edu/go/bill/cyfar2007/afterschoollabs.mht
Links and Resources by Agenda
Section
Conceptual and practical framework
1.
http://4h.missouri.edu/go/projects/computer/labs/
2.
http://4h.missouri.edu/go/projects/computer/labs/models.htm
Computer content for youth
CDs
Websites
Learning and teaching with computers
CDs
Websites
It is not about computers - Youth Development –
Finding content
Managing a non-formal computer lab
Adding educational value
Managing the program
Academic-based game
websites
Math games
http://nlvm.usu.edu/en/nav/vlibrary.html
http://illuminations.nctm.org/
http://www.scienceu.com/geometry/
http://www.themint.org/index.html
Creativity and
Exploration Downloads
Google earth - http://earth.google.com/
Google Mars - http://www.google.com/mars/
Picaso - http://picasa.google.com/#utm_source=en-us-more&utm_campaign=en-pic&utm_medium=et
Sketchup http://sketchup.google.com/
Scratch - http://scratch.mit.edu/
Audacity http://sourceforge.net/projects/audacity/
Windows Movie Maker - Should already be on, but if not; http://www.microsoft.com/windowsxp/downloads/updates/moviemaker2.mspx
Partial List of
Software Used for the Session
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1 |
Storybook
Weaver Deluxe |
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2 |
Sim Safari |
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3 |
Kidpix Studio |
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4 |
Disney's
Magic Artist Deluxe |
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5 |
Thinkin Things Collection 3 |
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6 |
Crazy
About Corn |
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7 |
Putt-Putt
Saves the Zoo |
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8 |
Ruff's
Bone |
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9 |
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10 |
Sim City 2000 Special Edition |
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11 |
Flight
Simulator 98 |
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Roller
Coaster Tycoon |
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Scrabble |
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Way
Things Work 2.0 |
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MultiMedia Musical Instruments |
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I Can Be
an Animal Doctor |
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Reader
Rabbit Personalized 2nd Grade |
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More Bugs
in Boxes |
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SeaWorld
Adventure Parks Tycoon |
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Dogz 4 Deluxe |
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