Scratch:
For my Scratch account favorite I chose a game called
Hakiu or Die! My field of study is English; I found this game based upon creating a Japaneses style poem to be very interesting, challenging, and enjoyable. In relation to the game I chose, the five levels of learning
are incorporated and described below.
how: the how part of this game is learning how to maneuver the hand around in order to catch the falling word bombs.
what: the what part of this game is understanding that the objective is to catch words containing the appropriate number of syllables, five-seven-five, to create a Haiku.
why: the why part of this game is
the method used for creating the Haiku; catching and adding the proper syllables, as well as letting the words with syllables that do not add up properly pass by.
where: the where part of this game is the representation of culture and poetry; Haiku's are a specific form of poetry originating from the Japanese culture.
when / whether: the when / whether part of this game is deciding which words are correct or incorrect, based upon syllables, to use.
Quote one:
"Game players are constantly comparing the rules of whatever game they are playing to what they have learned elsewhere, asking themselves “Are the rules of this game fair, accurate, etc. in terms of what I know about the world" (Prensky, 2002, p. 4)?
This is such a true statement. Comparing the rules and experiences of any situation, simulated or not, to what we have learned elsewhere is something that we all do regularly; it is a normal part of the educational processes. It is through observing, asking questions, and comparing information that learning occurs. Video games are fantastic because they provide children with an opportunity to learn how to follow rules and make practice judgements about life. Also, they are great for giving children the opportunity to apply their acquired knowledge and problem solving skills into real world simulated experiences. The principals and characteristics of video games, when applied in an effective manner, can truly enhance the educational processes; making learning both challenging and exciting.
Quote two:
"Although rarely given the credit and respect they deserve, the designers and builders of computers and video games are among the most intelligent and creative people in the world" (Prensky, 2002, p. 7).
I absolutely agree with this because technology today is an amazing thing. Often times people are too busy criticizing the creators of video games, because of the violent content in the games rated for mature players, that they do not see the true brilliance of technology. I am not thrilled about inappropriately themed games either, but if people would stop and take a look at the genius abilities that these people have, they would see just how intelligent they are. Creating video games is not an easy task, it actually requires a specialized degree and tons of creativity. The creators of video games can be viewed as teachers in a sense; they are also the foundation of the future. Like the educational system, the field of technology continues to grow and develop accordingly in order to accommodate the needs of the students, the work force, and the future.
Quote three:
"But there
is a great deal of disagreement about whether this learning is positive or negative, and about what the effect of the learning in existing computer and video games is on game players –
especially kids – and on the society they live in" Prensky, 2002, p. 12).
This statement frustrates me because research clearly proves that video games contribute to the learning processes in a positive and resourceful way. I understand how people can be upset by the violent images that some video games portray, but not all games are full of negative characteristics. There are so many examples of wonderful educational games that it is unfair to label all video games as having a negative effect on the learning processes. Positive or negative learning can be attributed to the type of game being played. It is the responsibility of the parents to make sure that their children are playing the video games that are created to support learning and development.
Resourceful link:
For my additional resource I chose a CBS evening video clip titled
Are Video Games Actually Good For Kids? by Daniel Sieberg.This clip discusses the importance and value of video games in regards to the learning processes. Most video games are based off of the same skills that educators use in the classroom; problem solving, achieving goals, and overcoming obstacles. Research shows that 97% of teens play video games on a regular basis; therefore, it is necessary for positively based video games to provide an effective source of learning. Studies also show that the three most popular computer based video games involve racing, puzzles, and sports. Nonviolent video games provide students with a fantastic source of pure based learning experiences.
Prensky, Marc. (2002) What Kids Learn That's POSITIVE From Playing Video Games.