BEGIN:VCALENDAR VERSION:2.0 PRODID:-//128.200.235.219//NONSGML kigkonsult.se iCalcreator 2.20// CALSCALE:GREGORIAN METHOD:PUBLISH X-WR-CALNAME:DML2015 X-WR-CALDESC:Equity by Design X-FROM-URL:http://dml2015.dmlhub.net X-WR-TIMEZONE:America/Los_Angeles BEGIN:VTIMEZONE TZID:America/Los_Angeles X-LIC-LOCATION:America/Los_Angeles BEGIN:STANDARD DTSTART:20161106T020000 TZOFFSETFROM:-0700 TZOFFSETTO:-0800 TZNAME:PST END:STANDARD BEGIN:DAYLIGHT DTSTART:20170312T020000 TZOFFSETFROM:-0800 TZOFFSETTO:-0700 TZNAME:PDT END:DAYLIGHT END:VTIMEZONE BEGIN:VEVENT UID:ai1ec-11194@dml2015.dmlhub.net DTSTAMP:20170323T214224Z CATEGORIES;LANGUAGE=en-US:EF/Expanding Freedoms CONTACT: DESCRIPTION:Organizers: Zoe Corwin\, Tracy Fullerton\,\nPresenters: Tracy F ullerton\, Zoe Corwin\, Elizabeth Swensen\, Sean Bouchard\, High School St udent\, Foshay Learning Center\nDiscussant: Leslie Aaronson\nImproving col lege access and completion for underrepresented\, underprepared\, and low- income students has been a persistent challenge for practitioners\, policy makers\, and academics for decades. Despite having high college aspiration s\, many first generation college-goers do not have solid understandings o f college options and processes\, are poorly informed or misinformed about college costs and financial aid\, and have limited support for college pr eparation and college behaviors such as submitting applications to college and for financial aid. These challenges are exacerbated by abysmal colleg e counselor to student ratios in schools serving low-income and/or first g eneration students – and substandard technology infrastructures at low-inc ome schools. Five years ago\, panelists initiated a collaboration to addre ss systemic shortcomings in access to college information and support for first generation college students/students from under-represented backgrou nds through the creation of innovative digital tools. The students’ perspe ctives anchored all aspects of the project\, from conceptualization to dev elopment to research. By meeting students where they were — in virtual and game spaces – panelists sought to incorporate students’ cultural repertoi res into the design and implementation of the games\, and thus dramaticall y change college access tools available to youth.\nThe primary goal of the project was to capitalize on game-based tools\, social media and technolo gy to move beyond simply providing under-served students with information about college. Instead the team sought to cultivate strategies and skills conducive to expanding students’ college knowledge and college-going effic acy. What started as an effort to create one game evolved into a multi-yea r collaboration among game designers\, researchers\, educators and student s to develop a suite of college access games. The suite now includes: (1) a no-tech card game and (2) a Facebook application where players role-play a college applicant as she balances activities and deadlines during a col lege application cycle\; (3) an online game designed to illustrate the imp ortance of financial literacy and choosing the right college\; and (4) an online game targeted at middle school students intended to boost college a spirations.\nIn this session\, panelists will: (1) outline the “unfreedoms ” informing the project\; (2) describe the development process including c onceptualization\, iterative playtesting with target audience members\, an d implementation\; and (3) describe each of the games highlighting learnin g objectives\, features and game mechanics\, and related research. The dis cussants\, a high school teacher from one of the playtest sites and one of her students\, will provide a practitioner and student perspective on the games and guide Q & A among session attendees. The goals of the session a re to: (1) provide examples of digital tools being used in school and home settings to address inequitable access to information about college and l ack of high quality support for college aspirations in low-income schools\ ; (2) highlight the value of centering student players in the design and r esearch process\; and (3) stimulate dialogue among session attendees about best practices\, challenges and future possibilities. Furthermore\, the s ession will offer an example of a local collaboration with ramifications f or national-level scale up. DTSTART;TZID=America/Los_Angeles:20150611T110000 DTEND;TZID=America/Los_Angeles:20150611T123000 LOCATION:The Wiltern A SEQUENCE:0 SUMMARY:12602 EF: Expanding Access to College through Play: A Tale of Four Games URL:http://dml2015.dmlhub.net/event/12602-panel-ef-expanding-access-to-coll ege-through-play-a-tale-of-four-games-5/ X-ALT-DESC;FMTTYPE=text/html:\\n\\n
\\nOrganizers: Z
oe Corwin\, Tracy Fullerton\,
\nPresenters: Tracy Fullerton\, Zoe Cor
win\, Elizabeth Swensen\, Sean Bouchard\, High School Student\, Foshay Lea
rning Center
\nDiscussant: Leslie Aaronson
Improving college access and completion for underrepresented\, underprepared\, and low-incom e students has been a persistent challenge for practitioners\, policymaker s\, and academics for decades. Despite having high college aspirations\, m any first generation college-goers do not have solid understandings of col lege options and processes\, are poorly informed or misinformed about coll ege costs and financial aid\, and have limited support for college prepara tion and college behaviors such as submitting applications to college and for financial aid. These challenges are exacerbated by abysmal college cou nselor to student ratios in schools serving low-income and/or first genera tion students – and substandard technology infrastructures at low-income s chools. Five years ago\, panelists initiated a collaboration to address sy stemic shortcomings in access to college information and support for first generation college students/students from under-represented backgrounds t hrough the creation of innovative digital tools. The students’ perspective s anchored all aspects of the project\, from conceptualization to developm ent to research. By meeting students where they were — in virtual and game spaces – panelists sought to incorporate students’ cultural repertoires i nto the design and implementation of the games\, and thus dramatically cha nge college access tools available to youth.
\nThe primary goal of t he project was to capitalize on game-based tools\, social media and techno logy to move beyond simply providing under-served students with informatio n about college. Instead the team sought to cultivate strategies and skill s conducive to expanding students’ college knowledge and college-going eff icacy. What started as an effort to create one game evolved into a multi-y ear collaboration among game designers\, researchers\, educators and stude nts to develop a suite of college access games. The suite now includes: (1 ) a no-tech card game and (2) a Facebook application where players role-pl ay a college applicant as she balances activities and deadlines during a c ollege application cycle\; (3) an online game designed to illustrate the i mportance of financial literacy and choosing the right college\; and (4) a n online game targeted at middle school students intended to boost college aspirations.
\nIn this session\, panelists will: (1) outline the “u nfreedoms” informing the project\; (2) describe the development process in cluding conceptualization\, iterative playtesting with target audience mem bers\, and implementation\; and (3) describe each of the games highlightin g learning objectives\, features and game mechanics\, and related research . The discussants\, a high school teacher from one of the playtest sites a nd one of her students\, will provide a practitioner and student perspecti ve on the games and guide Q & A among session attendees. The goals of the session are to: (1) provide examples of digital tools being used in school and home settings to address inequitable access to information about coll ege and lack of high quality support for college aspirations in low-income schools\; (2) highlight the value of centering student players in the des ign and research process\; and (3) stimulate dialogue among session attend ees about best practices\, challenges and future possibilities. Furthermor e\, the session will offer an example of a local collaboration with ramifi cations for national-level scale up.
\n X-TAGS;LANGUAGE=en-US:panel END:VEVENT END:VCALENDAR