Monday, March 25, 2013
Saturday, March 23, 2013
Saturday, March 16, 2013
Double Entry Journal #8
“We define “media arts
practices” as the means by which one engages in media art and the reasons and
motivations for doing so.”
I thought that this research article was
interesting. I like how they focus on computation,
collaboration, and creativity, rather than computer-familiarity and basic
computing at Computer Clubhouse. However, I chose the above quote because I
never thought of the word “practices” including motivations and reasoning
behind doing things. We throw around the words “educational practices” and “instructional
practices”, but we never include motivations and reasoning in the
definition. I think reflecting on
reasoning and motivation are important concepts in everything done in
education, whether discussing a student’s education or the way information is
presented to them within a class.
Other Resource:
I chose this resource because it is a visual way to describe how
education is designed for a previous age and not for the students in this
era. He then discusses the problem with
students’ attentions in school and how it is the aesthetic experiences that motivate learning. It’s an awesome
video about changing the educational system.
theRSAorg. (2010, October 4). RSA Animate- Changing
Education Paradigms. Retrieved March 16, 2013, from Youtube.com:
http://www.youtube.com/watch?v=zDZFcDGpL4U
Week 9
What is the academic
concept students will be involved in as they play the game?
Solving Equations and
basic math operations
What is the story line?
Players have to race the clock to disarm a bomb
using their mathematical skills.
Who is the main
character?
The player and Dr. Pi
What does the main
character do to win the game?
Travel through mazes, solve math problems, and
disarm a bomb through specific steps.
What challenges will the
main character face to move up a level?
Answer
math questions correctly
Double Entry Journal #7
“Players are game
literate if they can recognize the goals and the rules of a game, understand
how the game works, and acquire and apply skills and knowledge to achieve goals
by complying with rules.”
I chose this quote, because I immediately
related it to succeeding in life. You have to learn the rules of the “game”
when it comes to getting and keeping a job, providing for a family, and all the
other situations life throws at you. Moreover, I never thought about the
differentiated instruction that is involved in gaming, such as tactile, audio,
and visual. It’s a nice little package of Gardner’s multiple intelligence. Players
have to learn by and improve on their different learning styles. This is
something educators are taught to do and incorporate with each lesson. Gaming
is an easy and engaging way to accomplish this so that every student can master
the concepts presented.
Other Resources:
I chose this video because it has many quotes and explanations about the different aspects of learning, video gaming, and literacy. I especially like how it discusses the interdisciplinary instruction found in video games and technology that is not often found in schools. This video also shows examples of the different aspects of literacy in video games. Moreover, it discusses the barriers that teachers face when trying to incorporate gaming into the classroom.
igstarter. (2010, May 18). Video Games Literacy.
Retrieved March 16, 2013, from Youtube.com:
http://www.youtube.com/watch?v=_msUtPMGTXM
Friday, March 8, 2013
Double Entry Journal #6
1.
Students
were also asked about where they found information for completing their work,
and 86.3% of respondents indicated that they used the Web as opposed to printed
materials.
Other Resources:
I chose this resource because it describes the learning process now and what needs to change for the future of our students. It discusses learning and how it is an integration of different pedagogy that will work for our future students. This is a very good video about the future of learning and how to reach the majority of students that come through the school system.
Senser, R. (2012, March 1). Youtube.com. Retrieved from The Future of Learning:
https://www.youtube.com/watch?v=xoSJ3_dZcm8
I think it is a good
thing that students use resources such as the Internet to find answers to their
questions, rather than just asking the teacher. The Internet is a wonderful
tool that is filled with all sorts of differentiated instruction and learning.
I don’t view this statement as negative, but a display of how the world has
changed to a technologically advanced society. I like that students are
creative and resourceful enough to look for answers on the Internet.
2.
Better
theories of learning are embedded in the video games many children in
elementary and high school play than in the schools they attend. Furthermore,
the theory of learning in good video games fits better with the modern,
high-tech global worlds of today’s children and teenagers live in than do the
theories (and practices) of learning they see in school
I really was offended
by the first statement. For years, teachers have used games, videos, and other
means of learning to promote critical thinking skills. And although learning
principles are achieved through video games, doesn’t mean that the student is
learning the correct content that will help them graduate high school. Most
students do not like educational games. They love regular games, but throw some
math in there and the kids will freak. With that being said, I do agree with
the second statement. This is a new age—an age of technology and thus, video
games are the attraction of teenagers and children. The games are interactive
and gives the students a feeling of control, especially of their learning and
achievements.
3.
Beck
and Wade (2004) describe five characteristics that distinguish game
environments as adaptive:
a.
Rapidly
analyze new situations
b.
Interact
with characters they don’t really know
c.
Solve
problems quickly and independently
d.
Think
strategically in a chaotic world
e.
Collaborate
effectively in teams
This is what teachers
try to motivate students to do within their classrooms, so that the students
can become better 21st Century learners. As I sit at home reflecting
on this quote, I’m watching my husband and brother-in-law play Battlefield. My
husband brought his TV from downstairs while my brother-in-law is using the
living room TV. They are communicating and strategizing while working separately
to accomplish the group goals. Battlefield is a real-life simulation of war,
and I see the five characteristics that Beck and Wade described in this game as
I observe my family. It is not just the two of them on a team; there are
several people they have never talked to on their team as well. They have to
analyze situations and solve problems quickly in chaos. All of the
characteristics fit, and they are engaged so intently that my brother-in-law
wouldn’t even answer his phone ringing. My only thought is, I wish school was
this engaging.
Spires, H., Lee, J., & Lester, J. (2008). The 21st century
learner and game-based learning. Meridian, 11(1).
Other Resources:
I chose this resource because it describes the learning process now and what needs to change for the future of our students. It discusses learning and how it is an integration of different pedagogy that will work for our future students. This is a very good video about the future of learning and how to reach the majority of students that come through the school system.
Senser, R. (2012, March 1). Youtube.com. Retrieved from The Future of Learning:
https://www.youtube.com/watch?v=xoSJ3_dZcm8
Sunday, March 3, 2013
Scratch Tutorial and Cards
Saturday, March 2, 2013
Double Entry Journal #5
“The findings reported here suggest that a level of direct teacher
involvement can result in focused opportunities for students to engage
curricular content.” (Lee & Probert)
I agree with this statement.
Students cannot learn everything through game-play. Teachers need to facilitate
student-learning rather than become instructors of it. However, game-play
should be an instrumental, application tool to assess learning. The teachers
are the ones who can focus and direct content and instruction for students’
optimal learning environments. This comes back to the point of how “the man in
the box”. Without a teacher or a more experienced person, there is no way a
student could get the necessary instruction to achieve the knowledge needed in
their grade level to succeed at the next level in their life. People are necessary
tools for learning, not technology. Technology is a supplemental resource that
enhances the process.
Lee, J. K., & Probert, J. (n.d.). Civilization
III and Whole-Class Play in High School Social Studies1. The Journal of
Social Studies Research, 34(1), 1-28. Retrieved March 2, 2013, from
https://docs.google.com/viewer?a=v&q=cache:WdD2wWfkvSMJ:https://www.fi.ncsu.edu/assets/research_papers/new-literacies-collaborative/civilization-iii-and-whole-class-play-in-high-school-social-studies.pdf+&hl=en&gl=us&pid=bl&srcid=ADGEESgrS-FzsaMI0_yxz39vf
Other Resource:
References:
Google Image search for "people vs technology".
Mathletics39. (2009, July 21). Scott Flansburg The
Human Calculator on Discovery Channel's More Than Human . Retrieved from
Youtube.com: https://www.youtube.com/watch?v=1LyoeWLmclU
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