Prof. Reed Stevens Talk “Cyborg Learning” on 4/23 at ASU

RSVP below to join us to hear Professor Reed Stevens talk, “Cyborg learning: How our increasingly mobile and networked lives transform the possibilities for learning and education.” This event is sponsored by the Center for Games & Impact, ASU Teachers College, and ASU Learning Sciences Institute.

Description: In this talk, Professor Reed Stevens will borrow the provocative trope of cyborg—a functioning system part human, part machine—to explore what are superficially acknowledged but theoretically and empirically underdeveloped issues for learning and education.Drawing on ideas from distributed cognition and actor network approaches, he will argue that “there’s an app for that” and “just Google it” barely scratch the surface as metonyms for both what and how our lives are being reorganized by our cyborg learning experiences. We explore, work, navigate, search, connect with each other, and play in an ever increasingly media- and information-saturated world. Furthermore, our cyborg learning experiences are thoroughly mediated, as he will show from a decade-long program of research on everyday youth media practices. Taken together, these phenomena have theoretical and methodological implications for research on learning and cognition. Finally, the reality of cyborg learning has massive, uncomfortable implications for 19th and 20th century models of schooling, which obdurately persist. These implications will be considered and possibilities of designing for cyborg learning will be presented.

Event Details:

  • Date: Thursday, April 23, 2015
  • Time: 10:00 AM to 11:30 AM (MST)
  • Location: University Club At ASU (Heritage Room), 425 East University Drive, Tempe, AZ 85281 (click for map)
  • Notes: Refreshments will be served. Click here to view the event flyer.
  • For more information on Dr. Stevens work visit: http://www.fusestudio.net/program-design

Reed StevensSpeaker Bio: Reed Stevens is a Professor of Learning Sciences at Northwestern University. As an ethnographer of everyday experience, Stevens conducts field studies exploring how learning, thinking, and joint action are comparatively organized in range of cultural settings. A leading goal of these studies is to understand the ways that individuals, groups, and standing cultural practices organize and sustain productive activity and, in particular, how people learn together. In the past two decades he has conducted field studies spanning classrooms, professional workplaces, homes, and museums. Topics of prior work have included: STEM learning in and out school, designing by young people and by professionals, learning in families, and media practices among children including video game play, television viewing, and use of mobile devices. Insights from these studies inform designs of new learning technologies and new learning experiences, in both school and out-of-school settings. A current widely adopted project is FUSE Studios (http://www.fusestudio.net/), funded by the Macarthur and National Science Foundations. Stevens has co-led two NSF Centers, one focused on engineering learning (CAEE) and one focused on learning in and out of schools (LIFE). He has expertise with a range of field methods with special expertise in video interaction analysis methods. In 2004 he was awarded the Jan Hawkins Award for Early Career Contributions to Humanistic Research & Scholarship in Learning Technologies from AERA. In 2000 he created the video annotation software VideoTraces, among the first tools of its kind.

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Code for Impact with the Clinton Foundation

*Posted in partnership with CGU I and the Clinton Foundation.

Are you a designer or developer with a passion for social change? Apply now to participate in the Clinton Foundation’s Codeathon at CGI U 2014 at Arizona State University (ASU)!

Event Details

  • Dates/Times: Thurs, March 20, 12 p.m. – 6:30 p.m. and Fri, March 21, 8 a.m. – 4:15 .m.
  • Location: ASU Tempe Campus

Building upon the powerful intersection of technology and social impact, the Codeathon aims to spur innovation in the technology space and increase the scope, reach, and impact of CGI U’s Commitments to Action (click here to learn more about the CGI U Commitment to Action model). The Codeathon challenges developers and designers to build unique digital prototypes inspired by CGI U Commitments to Action in the following areas:

  • Education
  • Global Health
  • Water Quality

Over the course of two days, developers and designers will work in teams or as individuals to create new digital prototypes focused on these three key areas. The Codeathon will culminate with a presentation to a panel of expert judges working in the fields of technology and social innovation.

To participate in the Codeathon: http://www.clintonfoundation.org/clinton-foundation-codeathon-cgi-u

#codeforimpact

About the Clinton Foundation
The Clinton Foundation convenes businesses, governments, NGOs, and individuals to improve global health and wellness, increase opportunity for women and girls, reduce childhood obesity, create economic opportunity and growth, and help communities address the effects of climate change.

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Center for Games & Impact brings video games to life at the Phx Art Museum

Event Release
July 25, 2013

Center for Games & Impact brings video games to life at the Phoenix Art Museum
Creative play and impact experiences, events for museum visitors through Fall 2013

PHOENIX — The Center for Games & Impact (CGI) brings the art of gameplay to life at the Phoenix Art Museum in a series of events throughout “The Art of Video Games” exhibition, traveling here from the Smithsonian American Art Museum, through Sept. 29, 2013.

Media scholar Henry Jenkins said years ago, when his son turned on Super Mario Brothers for the first time, he knew “this was going to be a medium of enormous expressive capacity, of enormous social capacity. Video games were going to be the art form for the 21st century.”

The CGI team is collaborating with the Phoenix Art Museum to take the exploration of art and video games beyond the advances in visual aesthetics of the past 40 years. The events range from improvising new video game music together* while players are navigating thatgamecompany’s Flower (PS3), to working together to build digital art spontaneously in Mojang Studios’ Minecraft (multi-platform), to roundtable discussions on games and impact and how we can unlock the promise of digital learning for the future.

“Many players, while they love video games, may not have thought about the deeply creative play experiences they have with games. At the Center this kind of meaning drives what we do. In working with the Phoenix Art Museum we’re excited to provide Phoenix families with the chance to see how their interactions with video games are works of art, just as much as any one game is. The experiential nature of playing with this medium is something other media forms don’t offer, or can’t offer in quite the same way,” said Sasha Barab, CGI executive director, “We hope everyone will come play with us over the next few months and walk away thinking about the impact of gaming on our world in a whole new way.”

Games & Impact Art Museum Events 

  • July 31, 2013, 5 p.m. and 6:30 p.m. – Intergenerational Play Event *limited seating, register here
  • Sept. 7, 2013, 9 a.m. – How Games Teach, Educator Workshop *limited seating, register here
  • Sept. 20, 2013, 10 a.m. – The Art of Minecraft
  • Sept 21, 2013, 11 a.m. – Games & Impact Roundtable
  • Sept. 21, 2013 12 p.m. – The Art of Minecraft

Most events take place in the Great Hall of the Phoenix Art Museum (location map). Event costs are included with the price of general admission to the Museum though RSVP may be required depending on the event, check the Art of Video Games web page for more information. Contact, Sherry Thurston, administrative secretary, at (480) 965-0211, or by email at sherry.thurston@asu.edu, with questions.

*Check out the Facebook album from our first day of public events: The Art of Video Games Live Demo and A Night in the Fields.


About the Center for Games & Impact
The Center for Games & Impact (CGI) mission is to investigate, innovate, and cultivate game-infused solutions to society’s biggest challenges with the goal of unleashing the unique power of videogames to create sustainable solutions for society’s biggest social, cultural, scientific, economic and educational challenges. 

Playing for Impact at Home
Level-up your play experience by downloading and using CGI Impact Guides for popular games such as Minecraft, Flower, and The Sims 3. Share your thoughts on the Games & Impact Facebook page or on Twitter (@gamesandimpact) with the tag #impactguides.

Games & Impact Online: gamesandimpact.org | facebook.com/gamesandimpact | @gamesandimpact | #gamesandimpact

Media Contact:
Juli James
(480) 965-0810
juli.james@asu.edu