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    LOOP! is a social network based learning community that focuses on connecting 3rd- 5th grade students to their relevant social world. Today, we f… Read More
    LOOP! is a social network based learning community that focuses on connecting 3rd- 5th grade students to their relevant social world. Today, we find that students are more and more disengaged in class. Rather than banning games and social networks, elementary schools should embrace the technology that is shaping our world...and our future. LOOP! encourages this by providing a system where games are a way of hands on learning and social networks allow students to always be connected and get information immediately. It's about teaching these young kids the importance of technology in their future and using it responsibly. Read Less
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LOOP! is a social network based learning community that focuses on connecting 3rd- 5th grade students to their relevant social world. Today, we find that students are more and more disengaged in class. Rather than banning games and social networks, elementary schools should embrace the technology that is shaping our world...and our future. LOOP! encourages this by providing a system where games are a way of hands on learning and social networks allow students to always be connected and get information immediately. It's about teaching these young kids the importance of technology in their future and using it responsibly.

This was a collaborative project done with Jessie Ren for our Multimedia Experience class.

Credits:
Game footage: DassaultSystèmes
Young egyptian girl footage: https://vimeo.com/20191115 by Emad Attia Botros
Music: The Antlers, "Look!"
Students: Frank Rushton Elementary
Mr. Reed’s class uses a kinect to project onto his classroom wall in order to transform his lessons into more interactive games and activities. In this scenario, Mr. Reed takes his students on a digital field trip to Egypt to explore the inside of a pyramid. This creates an engaging, memorable learning experience for Mr. Reed’s class.
Mr. Reed is able to control these games by using his wrist remote that holds different game options. This allows him to create a learning experience that directly corresponds to how his students are reacting and how well they are understanding each lesson. For example, at one point in the pyramid game the kids answer a question incorrectly, so he uses his remote to give them a hint. The remote also has the ability to be taken off and used as a camera.
Students have the ability to access an online hub that holds all of their classes and where they can do homework and contribute to their class blog. This scenario shows one of Mr. Reed’s students, Andrea, accessing the hub from home and video chatting her Egyptian penpal so she can add it to the class blog.
If you'd like to see the fully design and explained scenarios, view them on my process blog here.