Thursday, November 12, 2009

Reflections on BEDUC 566 #7

Why are we talking about video games in relation to teaching?
*You often don't get to fail in real life -- there is learning that comes from failure
*Risk-taking without the consequences
*Problem-solving
*Collaborative problem solving
*Instant feedback for your work (in the game)

What are the great things about video games? Motivation for education? What does it mean to have kids learn through failure?

How could I use a video game in the classroom? Perhaps in addition to class lessons, something to do at home to reinforce concepts I am trying to teach in the classroom.

Games we talked about: SimCity, Diner Tycoon, Eco Tycoon, Oregon Trail, Betty's Brain, Math Blaster...

With the game that we played we could see direct consequences for our decisions. If we bought the wrong type of food (Diner Tycoon), we would lose customers. Since this is just a game, I could pick whatever I wanted to see what my decisions would bring about. I could see this as being very useful for helping youth with their identity development. This is a virtual environment where they can test different pathways. Do I want to be a small business owner when I grow up? Also, since games such as Diner Tycoon give instant feedback for actions taken, students can quickly know how they are doing and can change pathways if they are failing in a certain way.

We had an interesting discussion about how much we should depend on technology. Learning for the instant (just in time learning) vs. learning as much as possible in preparation for life (school). Sarah - "just in time learning is learning how to find the tools you need in order to do something, when you need that skill." It is about how do I find the resources to solve this immediate problem? It is about a set of problem-solving skills.

Why isn't technology present in classrooms today (outside of computer class). What is the role of the teacher?

What I got from class this evening? I can think about video games in a different way. Our discussion reinforced some ideas that I read in the Gee article.

Something that is missing in many schools is engagement by students in their learning. I could see how video games could be used to engage youth in learning. As far as teaching literature, I am not sure what games are out there, but I'm now interested in doing some research and finding out if there are any games out there that appeal to me, and that I think I could use in a classroom.
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Reflection question:

1. Given the view of schooling in the readings for this week, which technologies (on the wiki) do you think are most likely to be taken up in schools? Why? Which technologies push your thinking about teaching and learning? Why? Do these two lists necessarily line up?

Most likely to be taken up in schools: the games Betty's Brain, Math blaster, Oregon Trail (games that I could see used in schools); http://rubistar.4teachers.org/ (used by teachers as a tool; not in the classroom); Animoto (used for class projects); blogs/class websites...I think that these forms of technology fit into the structures of schools as they are today. These programs can be used peripherally (in computer class, math lab), and for certain class projects. They would not ask teachers to change their entire curriculum. According to the Collins article, technology is only adopted into the school if it is flexible to fit the needs of an already established/structured system. It will not be adopted if it causes schools to have to restructure itself.

Push my thinking about teaching and learning: the video games we tested definitely caused me to question my assumptions about video games. I can see educational benefits to video games now (certain ones of course, not all).

I especially was interested in thinking about how I could use a video game in an English classroom. Any ideas of certain games which could be used in an English classroom? In regards to blogs and other programs like Animoto, I can see the value in letting students create. I remember one of my favorite things about AP English was that I was able to make a diarama ("barbie hell") for Dante's Inferno. I got to be create again. Something I felt I only got to do in Art class.

1 comment:

  1. Isn't it fun to get to be creative?? And yet learning takes place at the same time. Imagine that.

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