Sunday, February 24, 2013
About Me Scratch
My inspiration was my favorite things. I love to read, dance, and most of all, spending time with my dog. It was easy getting my sprites to move; however, coordinating the sprites and the backgrounds all at the same time was difficult. It was the alignment of activity at the right time is what was challenging. I had to play the scratch several times and adjust timing and wording before I got it all to line up. I'm most proud of being able to overcome my challenges, especially when my computer froze and I had none of the assignment saved. I was able to recover my project successfully!
Monday, February 18, 2013
Double Entry Journal #4
Quote:
“At the most basic level, video game play itself is a form of digital literacy practice. If we define digital literacy as it is framed by O'Brien and Scharber (2008), then game play might readily be considered one particularly good case in point. Gaming is the production of meaning within the semiotic resources of the game (Gee, 2007). Gaming is a narrative, hewn out of the "verbs" made available within a game design. Unlike television, books, or any other media that came before them, video games are about a back and forth between reading the game's meanings and writing back into them. In effect, games are narrative spaces that the player inscribes with his or her own intent. From a more contemporary vantage point on literacy, then, games are digital literacy practice through and through (Steinkuehler, 2006, 2008).”
I never realized how games could be considered as digital literacy. This paragraph definitely surprised me. I thought that maybe this article was going to discuss how video games could be used for literacy, instead of video games being a form of literacy. It’s a different take that I had not considered. Video games are a way for players to write meaning within the game by the actions and decisions they make. I’m still unsure of how video games could improve literacy, besides the reading they would have to do within the game.
On a side note, I’m tired of the tiny print or half-cut-off words that video games and shows are now displaying in order to accommodate the few viewers that have large flat screen TVs that are at least 40” in size.
Steinkuehler, C. (2010, September). Video games and
digital literacies 54.1. Journal Adolescent & Adult Literacy, p.
61.
The following article, Literacy throughGaming: The Influence of Videogames on the Writings of High School FreshmenMales, discusses the parallels of classic literature and video games’ stories. This research took nine high school males and asked them to write a narrative based on the plot of a known video game.
Harushimana, I. (2008, August). Literacy Through
Gaming: The Influence of Videogaming on the Writings of High School Freshmen
Males. Journal of Literacy and Technology, pp. 35-56.
Friday, February 15, 2013
Scratch Game Ideas
I think I want to create a trivia math game. Each time the player gets the right answer, the character moves closer to the finish line (like a race). They have to answer so many questions in a certain amount of time. If they don't answer fast enough, the other character wins.
The second idea I have is to make a puzzle game. Something like "magic squares", where each column, row and diagonal equals a "magic" number.
The second idea I have is to make a puzzle game. Something like "magic squares", where each column, row and diagonal equals a "magic" number.
Saturday, February 9, 2013
Double Entry Journal #3
“In terms of
inquiry-based learning, there is broad consensus among educators and
psychologists from a variety of fields that students learn best when the
learning process involves inquiry as opposed to the memorization of the facts
and principles that result from someone else’s inquiry.” (Barab,
Thomas, Dodge, Carteaux, & Tuzun, 2013)
This
quote reminds me of the Project-Based Learning and student-centered learning we
have tried to incorporate at North Marion High School. In our school, we
present students with problems and let them discover the concepts and
procedures to solve the situation. This motivates students to learn instead of regurgitating
information that has been forced upon them. I believe that this quote
adequately says what I believe has worked for my students. Students don’t have
a problem with learning, they have a problem with senseless learning.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., &
Tuzun, H. (2013, February 7). Making Learning Fun: Quest Atlantis, A Game
without Guns. Retrieved from Springer Link:
http://link.springer.com/article/10.1007%2FBF02504859
I found this video on Youtube that explains the concept of what is happening at North Marion and how instruction is presented to our students. This video is from the Buck Institute which is one of the leading promoters of PBLs and student-centered learning in schools.
Buck Institute for Education. (2010, December 9). Project
Based Learning: Explained. Retrieved from Youtube:
https://www.youtube.com/watch?v=LMCZvGesRz8
Thursday, February 7, 2013
Scratch Game
This is the game I found, which I would like to create something like this to use in my classroom. It incorporates many math CSO's in a puzzle game.
Scratch | Project | square puzzle
Scratch | Project | square puzzle
Friday, February 1, 2013
Gardens of Time Post #2
Six principles of good games for learning that are
reflected in Gardens of Time:
1. Interaction—Gardens of Time gives feedback and
presents problems, as soon as the player acts and makes decisions. There is a
ton of interaction between the game and the player. There are game-represented
people that talk and lead you through the tasks.
2. Well-Ordered Problems—the
game has levels, and as you increase in level, the challenges become harder.
This promotes motivation, because it is a gradual increase in difficulty which
allows players to accomplish a little at a time.
3. “Just in time” and “On demand”—Gardens of Time gives people hints and information
when the player needs it. For example, when a player doesn’t finish a task
before logging off, there is a place where the information or task goals are
stored. The player can then find it any time they need reminded. Also, while
playing the game, there are helpful hints that direct the player if he/she
needs.
4. Situated Meanings—the
game brings along its on vocabulary. For example, “neighbors” are the people
who play the game with you, and can help you by sending you items you need.
Also, “inventory” are the items you collect or find from your neighbors, as
well as store items you have purchased but haven’t used yet. “News” tells you a
few things that are new to the game, as well as any additional items you can
purchase. Moreover, “Reputation” and “XP” help you achieve the next level by
completing scenes and quests.
5. Pleasantly Frustrating—Gardens of Time is doable, but
challenging. It is sometimes difficult getting to the next level, because you
can use up all your energy trying to complete a scene, and if you don’t succeed
then you have to wait until your energy rebuilds in about 20 minutes.
6. Explore, Think Laterally, Rethink
Goals—the game allows players to think laterally, i.e.
their garden. The garden allows players to think about creating their own space
instead of going on to the next level. Moreover, players can explore their
neighbors’ gardens and do activities.
7. Performance before competence—Gardens of Time lets gamers play before
they are competent in the game. The game sets up the player to succeed, by
offering prompts and directions during the first level. These helpful guides
are still offered in the other levels, but the player has to request them or
search them out. As new resources appear, the game displays what they are used
for within the scenes or garden.
Double Entry Journal #2
"Lots
of young people pay lots of money to engage in an activity that is hard, long,
and complex. As an educator, I realized that this was just the problem our
schools face: How do you get someone to learn something long, hard, and complex
and yet enjoy it." (Gee,
2012)
"So the suggestion I leave you with is not “use games in school”—though that’s a good idea—but: How can we make learning in and out of school, with or without using games, more game-like in the sense of using the sorts of learning principles young people see in good games every day when and if they are playing these games reflectively and strategically?" (Gee, 2012)
Other Resource:
Video Games and Learning
This video talks about the separation of educational games and entertainment games.
I
never thought about this concept before, and it makes me want to start
designing video games. I want my kids to think critically and solve problems,
and I often have to drag information and reasoning from my students. If
students actually put as much determination and work into school and their education
as much as they do in video games, the United States would be on the higher end
of the educational scale for the world.
"At
a deeper level, however, challenge and learning are a large part of what makes
good video games motivating and entertaining." (Gee, 2012)
If we, as educators, could
channel this motivation and entertainment used for video games and look at the
aspects of interesting video games for our own classrooms, then learning can be
fun for students. We already present them with challenge and learning in the
school system; however, it’s not working. We need more than just these two
aspects to encourage learning. So what are we missing? Interaction and
application. We can give students relevant problems, but it’s not until they
are interacting in trying to figure out the problem that it’s just another
problem for homework.
"So the suggestion I leave you with is not “use games in school”—though that’s a good idea—but: How can we make learning in and out of school, with or without using games, more game-like in the sense of using the sorts of learning principles young people see in good games every day when and if they are playing these games reflectively and strategically?" (Gee, 2012)
I noticed this week, that when I
use games, the students learn the material better. I have gone over rules of
exponents for my Algebra Support students for the last month. However, it wasn’t
until this week, that it started clicking with the majority of my students.
Why? I played MATHO (which is the same thing as Bingo, but the kids had to
solve problems in order to get their answers on their answer sheets). The
second day I cut up pieces like a puzzle and the kids had to tape problems to
answers, and when finished, it made a 4X4 square. These games allowed my
students to remember the rules for when they took the test. They did better on
this test than they had on any other test. I was impressed, and I’ll be using
games to review before tests often.
Gee, J. P. (2012, November).
Good Video Games and Good Learning. Retrieved February 1, 2013, from
Academic Colab: http://www.academiccolab.org/resources/documents/MacArthur.pdf
Other Resource:
Video Games and Learning
This video talks about the separation of educational games and entertainment games.
Floyd, D. (2008, September 8). Video Games and
Learning. Retrieved February 1, 2013, from Youtube:
https://www.youtube.com/watch?v=rN0qRKjfX3s
Week 3—Effects of Gaming on Young People’s Intellectual and Social Lives
In Your Brain on
Video Games, I loved how she used the demonstrations of the yellow and blue
smiley faces to show the skill levels of video gamers compared to the non-gamer.
I definitely believe that video games help students be able to focus on
multiple things at once. In most games, if you can’t multi-task, then your
character will die often. With the growing technological field, kids have to
learn to be multi-taskers, especially when it comes to the work force. I know
that in my job, I have to be able to teach, discipline, observe behavior, and
answer questions. I have often had to talk to one student, while listening to
another student. Classroom management is all about multi-tasking. I also agree that anything in excess is bad
for your health. Everything in moderation
In Are Video
Games Making Kids Smarter?, I learned a lot about video gaming. I really
liked this video and the only thing I disagreed with was the idea that the world
is “too slow” for our kids, which is why they are diagnosed with ADD or ADHD. I
don’t believe that it is bad for kids to slow down and read a book, or go
outside and play flashlight tag with friends, rather than playing a
multi-player game inside. However, I do agree that learning should be fun and
interactive.
In the article Teens,
Games and Civics, I disagreed with the result they found that daily gamers
are just as likely to spend time face-to-face and communicating with friends as
those who don’t game daily. I would like to see the specific data, because I
find it very hard to believe. When I was younger, we spent maybe an 5 hours a
week on a video game and the rest was spent outside playing with friends. I
have seen the effects on most daily gamers with my job. The students
practically sleep through all their classes because they stay up all night
playing video games. So, I don’t know how these addicted gamers could possibly
fit friends into their schedule if they can’t even stay awake for school, where
most of their friends are anyway. I also believe it’s sad that only 31% of
parents say that they always or sometimes play games with their children. I
believe that definitely affects a child’s social life.
Week 3--Are Video Games Making Kids Smarter?
3 things you learned:
1.
The act of learning produced brain matter, which
reinforced the idea the multi-lingual people out-perform monolingual.
2.
5 things you can do to increase fluid
intelligence (recurring theme in successful video games):
a.
Seek novelty
b.
Challenge yourself
c.
Think creatively
d.
Do things the hard way
e.
Network
3.
Constant and exponential increase in learning
with video games
4.
Flynn effect (rising IQ)
a.
Pattern of human intelligence over time. Fluid intelligence
has been rising each year since 1990.
5.
Video games release dopamine that gives someone
a positive intrinsic value to repeat the experience.
2 things you agree or disagree with:
1.
Disagree
a.
I think that kids are still willing to sit down
to read a good book. I don’t believe that our world is “too slow” for our kids
today.
2.
Agree
a.
Learning is fun and learning is multi-player.
1 question you have:
1.
What is gamification? Is that like globalization
for games?
Week 3--Teens, Games and Civics
3 things you learned:
1.
Ages 12-17, 48% play video games on a cell
phone. (I didn’t even have a cell phone until I was a junior in high school—and
it was a track phone, not a smart phone)
2.
Boys play more often and for longer duration;
younger teens (12-14) play more frequently than older (15-17); Broadband users
play more frequently.
3.
Only 31% of parents say they always or sometimes play games with their children.
2 things you agree or disagree with:
1.
Disagree
a.
The daily gamer is just as likely to spend time
face-to-face and communicating with friends as those who don’t.
2.
Agree
a.
Teens encounter both pro-social and anti-social
behavior while gaming.
1 question you have:
1.
What are MMOGs?
a.
From the slide it looks something like a
multi-player virtual world game.
Week 3--Your Brain on Video Games
3 things you learned:
1.
90 percent of children play video games
2.
Average age of a gamer is 33 years old
3.
People who don’t play a lot of games, or spend
time in front of a screen, have normal vision, but those who spend 5-20 hours a
week on a game have better vision by:
a.
Resolving small detail in the context of clutter
b.
Resolving different levels of grade
2 things you agree or disagree with:
1.
Agree
a.
Playing video games days in and days out are not
good for your health; binging is never good.
2.
Agree
a.
Not all media is created equal. Some aspects of
video games are good for vision, learning, attention, etc.
1 question you have:
1.
I would like to know about the games they are
making for people who have poor vision, and how it will help them better their
eyesight. I would like to see the research on it improving eyesight.
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