Join a growing movement of innovators harnessing emerging technology to expand access to participatory, playful, and creative learning.
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Friday, October 4 • 10:15am - 11:15am
Leveling Up the Online Creation and Sharing Ecosystem

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Teaching Young People to Communicate (Better) Online
Michelle Ciccone

Communicating online effectively, positively, and powerfully is essential, for personal and professional success, as well as for the forward movement of our democracy. This showcase will explore best practices for addressing the online communication skills of young people, and will get you thinking about how you can explore this topic in your own classroom context.

The Museum of Me: Exploring and Exhibiting Identity With the Video Game, “What Remains of Edith Finch”
Matthew Farber, Susan E Rivers, Paul Darvasi, Michelle Bertoli

There are currently few appealing, developmentally appropriate methods for engaging teens in their own social and emotional learning. Commercial video games offer rich, mediated, interactive narrative experiences that can be integrated into the classroom to support teen students’ core academic knowledge as well as their social and emotional resilience. We used the award-winning video game and digital “museum,” “What Remains of Edith Finch,” as the basis for a curricular unit to engage high school students in building literacy skills as well as key aspects of resilience including autonomy and self-awareness. “What Remains of Edith Finch” tells the story of an 18-year-old girl's ostensibly cursed family history through the mechanic of exploring her childhood home, which has become a museum preserving the identities of her family members, most of whom have succumbed to tragic fates.

This digital museum can be used in educational settings to explore with teens how they become aware of and represent their identities publicly and privately through a series of lessons that include gameplay and cover topics including: how objects can be used to define and perform identity; self-expression on social media; healthy and unhealthy coping mechanisms and the labels associated with them; family and social influences on identity formation; questions of diversity and sociocultural differences in understandings and expressions of identity; the impact of choices on identity and questions of fixed versus malleable traits. The session will describe methods for integrating existing digital games into instruction to support teens’ holistic development.

avatar for Michelle Ciccone

Michelle Ciccone

Technology Integration Specialist, Foxborough Public Schools
Michelle Ciccone is an educator, curriculum developer, and researcher passionate about digital literacy, media literacy, and digital citizenship. She is currently the Technology Integration Specialist at Foxborough High School in Foxborough, Massachusetts. In this position, Michelle... Read More →
avatar for Dr. Matthew Farber

Dr. Matthew Farber

Assistant Professor, University of Northern Colorado
Matthew Farber, Ed.D., is an assistant professor of educational technology at the University of Northern Colorado, where he founded the Gaming SEL Lab. He has been invited to the White House, authored several books and papers, and is a frequent collaborator with UNESCO MGIEP and Games... Read More →
avatar for Paul Darvasi

Paul Darvasi

Teacher, Royal St. George's College
Paul Darvasi is an educator, game designer, speaker, and writer whose work looks at the intersection of games, culture and learning. He teaches English and media studies in Toronto, Canada and is a doctoral candidate at York University. His research explores how commercial video games... Read More →

Friday October 4, 2019 10:15am - 11:15am PDT
Doheny Beach A 311 Peltason Dr., Irvine, CA, 92697