Thursday, February 23, 2012

Double Journal Entry #5

Quote one:

"In my mind, exactly the opposite is needed: Instead of making kindergarten like the rest of school, we need to make the rest of school (indeed, the rest of life) more like kindergarten" (Resnick, p. 1).

I absolutely agree with this statement. In kindergarten learning is about your imagination and creativity; experimenting with ideas and life. As students progress through the educational system, learning tends to shift and becomes more about guidelines, societal expectations, and content. Although both focuses are valuable to the learning processes, the conformity of the higher grade levels can sometimes stifle the creative thinking processes. The kindergarten style of learning allows for more of a thinking outside the box approach; with greater freedom of expression. 

Quote two:

"I believe that digital technologies, if properly designed and supported, can extend the kindergarten approach, so that learners of all ages can continue to learn in the kindergarten style – and, in the process, continue to develop as creative thinkers" (Resnick, p. 2).

I firmly agree with the idea that digital technologies can help to promote creative thinking, as well as the kindergarten style of learning. It goes back to the basic rule of, everyone enjoys playing a game of some form. Because all individuals learn differently, obviously we are not all going to want to play the same activity, or the same game. Digital technologies are great because they adapt to individuals of all ages, as well as all forms of learning. Play, in most instances, relates directly back to childhood, but games that are designed to promote creative thinking can be useful for all grades and styles; not just the kindergarten level.

Quote three:  

"But as children grow older, educators and parents often talk about play dismissively, referring to activities as “just play,” as if play is separate and even in opposition to learning" (Resnick, p. 3).

I find it frustrating that parents and educators talk dismissively about play. Play is learning at its finest, most innocent level. I am thirty one years old and I still learn form play; I learn new things from playing with my daughter everyday. Whether it be old fashioned exploring the woods in the summer, playing traditional games around the table, or playing video games, play is a basic foundation of learning. Famous researchers Piaget, Vygotsky, Parten, and Smilansky support play as an educational resource; it should definitely be viewed as a more positive and resourceful element of the learning and developmental processes.    


Resourceful link: 

For my link I chose the article Playing to Learn because it discusses the role of play in learning and development. Research indicates that play nurtures thinking and social development skills, as well as expands the imagination. It is through play that children come to know the world and understand how we live and function in it. Play promotes full range thinking, interaction processes, and experimentation; all factors which contribute to learning. Like video gaming, play is commonly viewed as a frivolous and useless form of entertainment, but in all actuality it is a fantastic educational tool.


Resnick, Mitchel. (n.d.) All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. Cambridge, MA: (n.p).

Thursday, February 16, 2012

Scratch / Double Entry Journal #4

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.

Friday, February 10, 2012

Double Entry Journal #3

Quote one:

"Consistent with traditional conceptions of multiculturalism, the QA Council includes male and female characters having features associated with African American, Asian, Hispanic, and Anglo populations. Though this distribution is grounded in the demographics of the early student participants, further reflection might challenge whether mere balanced heterogeneity truly represents broad cultural diversity" (Barab, Carteaux, Dodge, Thomas, & Tuzun, 2005).

I understand that multiculturalism in this context is referring to incorporating aspects of human diversity in the games characters, and in doing so, injecting an important aspect into the learning process.  In modern schools, multicultural education is crucial in the education system because classrooms, particularly in urban areas, grow more diverse each year. By intertwining multiculturalism and video games, we can easily educate students to form not only socially acceptable beliefs, but also make good moral decisions. I found the information in this quote to be very interesting.

Quote two: 

"Numerous scholars and learning theorists have advocated experiential learning— the belief that learning involves real-world participation, the belief in the intimate relations between experience and education, the certainty that understandings are derived from and modified through experience, and the conviction that action and reflection are necessary features of meaningful learning" (Dewey, 1938; Kolb, 1984; Barab et al., 2005).

I absolutely agree with this quote. Learning takes place in many different forms; in the classroom and the real world. Although getting a formal education is a necessary part of establishing a successful future, learning through experience is also important for developing a functional collection of knowledge and ability. Video games contribute to the learning processes by using simulation techniques; allowing the player to participate, perform, or experience the action as if it were real. Experience is one of life's most powerful learning tools.

Quote three:
 
"The term flexibly adaptive can be related to the diffusion of innovations such as QA by considering that innovations must be able to adapt to multiple contexts if they will be broadly implemented" (Barab et al., 2005). 

I absolutely agree with this quote. In any type of educational setting, creating lessons and innovations which are easily adaptable to multiple contexts is paramount. With the increasing diversity, inconsistent educational history, and dissimilar knowledge levels, advancing through the educational process is impossible if teacher are not willing to be flexible with their knowledge and abilities. The same principal works with video game design, in order to construct a simulation scenario that is conducive to numerous aspects of the learning processes, the designer must be flexible; willing to develop and utilize numerous techniques.

Barab, Sasha., Carteaux, Robert., Dodge, Tyler., Thomas, Michael., &Tuzun, Hakan. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107. DOI: 10.1007/BF02504859

Dewey, J. (1938). Experience and Education. New York: The Macmillan Publishing Company.

Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall Press.

Resourceful link:  

I chose to link to a video that is called The Secret World "Concept and Game Design" which discusses the elements of design used in a (MMORPG) massively multi-player online role playing game. The game titled Secret World involves forming secret societies which all possess unique skills, templates, uniforms, and missions. It is open ended and built in free form, allowing the player to set goals, create their own characters, and interact within the different societies. This video game is flexibly adaptive, as well as support of experiential learning; although more mature and complex, absolutely valuable to the learning processes.

Thursday, February 9, 2012

Globaloria Game Design

1. Which one do you like the best?
 
I liked the Elemental Elegance game, by Team Comatical Combat, from South Harrison High School the best.The game involved learning facts, taking a quiz, and experimenting with specific elements from the periodic table. The game consisted of three rounds. The first being a listing of the facts with photos. The second round was a quiz based upon the provided facts and information. The third was the experimental portion; the player gets to mix the elements and see how they react together. This was a very creative and very cool way to learn about Science. 
 
2. What content is being learned? 
 
This game was constructed using Science content; the periodic table of elements. The player is learning about the characteristics of each specific element, as well as learning about how the elements interact when combined with each other.

3. Do you think it effectively teaches the content?
 
Yes, I think this game effectively and creatively teaches the periodic table content. Along with the facts about the elements are photos, which make the learning processes much more engaging. The quiz questions were also very effective at measuring how much knowledge the player acquired from the first round. The experimental section was very effective because after you decided which elements to combine, you got to guess what the outcome would be; then watch the experiment play out.

4. Does it involve higher order thinking?
 
Yes, this game definitely involves higher order thinking and learning processes. The facts and information are from the lower, general knowledge level. The quiz portion is middle level, application of the knowledge acquired. The experimentation section uses the higher order level of thinking and learning skills by allowing the player to evaluate the knowledge learned to makes judgements, and combine the elements correctly.
 
5. Does the game possess and principles of good games and learning?
 
**They are action-and-goal-directed preparations for, and simulations of, embodied experience” 
The game was goal directed because retaining and transferring the knowledge from one level to the next was challenging. Getting to create your own experiment was a simulation of what it would be like to be an actual individual working in the Science field. The goal of the player was to learn enough about the elements to combine them, and then appropriately perform the experiments.
 
6. In your opinion do you think letting kids design games is productive activity for school based learning?

Letting kids design games for school based learning is an absolutely wonderful idea. This provides them with the opportunity to learn the facts, work with technology, and inspire other to enjoy learning. Kids and adults have different perspectives about the learning process; therefore, letting kids design educational games for their peers is a great way to create games that are both engaging and fun.

Friday, February 3, 2012

Double Entry Journal #2 / Gardens of Time Journal Entry #2

Quote one:

"Good video games incorporate good learning principles, principles supported bycurrent research in Cognitive Science" (Gee 2003, 2004, p. 3).

I strongly agree with this statement because video games, which incorporate good learning principals, contribute greatly to the study of thinking and learning. When video games are based upon learning characteristics that challenge, motivate, inspire, and immerse the player in simulated circumstances, development of the cognitive processes is occurring. The argument supporting the use of learning technology and gaming in the educational system is based upon one of Cognitive Science, not just today's rising use of digital media.

Quote two:

"No deep learning takes place unless learners make an extended commitment of self for the long haul. Learning a new domain, whether it be physics or furniture making, requires the learner to take on a new identity: to make a commitment to see and value work and the world in the ways in which good physicists or good furniture makers do" (Gee, p. 5). 

In any type of learning situation, becoming engaged in the content is the key. Learning a new domain, whether in reality or the video game world, requires reforming and committing to the processes. I have always been a firm believer of  doing things right, which means applying myself entirely. Whether trying to conquer a level on a video games, or trying to defeat yesterday's math problem, immersing yourself in the content will allow you to succeed; moving on to the next problem or challenge, armed with tools of previous knowledge and experience.

Quote three:

"Recent research suggests that people only really know what words mean and learn new ones when they can hook them to the sorts of experiences they refer to—that is, to the sorts of actions, images, or dialogues the words relate to" (Barsalou 1999; Glenberg 1997; Gee, p. 8).

One of the best ways to learn is by doing; through experience. Experience is what allows us to develop, successfully progress through life, and adapt to the surrounding environment. Good video games promote learning and development through simulated practice. All of the knowledge and tools collected from the simulated learning games, of a positive nature, can easily be applied to real life experiences.

Gardens of Time Journal Entry: 

The Gardens of Time video game, in my opinion, is a good learning game. There are a variety of elements within the game that build upon the learning processes; problem solving, motor function, comprehension, and performance. The way the game functions allows the player to become immersed in the adventure by overcoming challenges, setting goals, building and designing your own garden; creating your own space, own environment, and own identity as a character. The video game Gardens of Time provides a simulated learning experience that can be related to life and the outside world in many ways. Also, there is a social aspect to this game because you get to visit your neighbors, and see the identities they have created for themselves. Playing Gardens of Time is not only useful to the learning and developmental processes, it is entertaining at the same time. I really enjoy playing it! I am unsure of how a game such as this would be specifically implemented into the course content, but I am certain the principals and learning functions it is based upon can somehow be included into lesson plans to create a more exciting and resourceful learning environment.

Barsalou, L. W. (1999). Perceptual Symbol Systems. Behavorial and Brain Sciences, 22.4, 577-660.

Gee, J. P. (n.d.). Good Video Games and Good Learning.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave/Macmillan.

Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. London: Routledge.

Glenberg, A. M. (1997). What is Memory For? Behavioral and Brain Sciences, 20.1, 1-55.

Thursday, February 2, 2012

James Gee

-What do you think about his stance on assessment and schooling?

I absolutely agree with James Gee and his belief that the assessment processes at school limit learning in the sense that they does not test physical skill, the act of doing or performing, they only test mental processes and the mind's abilities. Video games are examples of situated or embodied learning, a style which allows students to solve problems with their existing set of tools and knowledge. Video games test the mental capabilities of an individual, as well as the physical motor and coordination skills. 

I also agree with James Gee and the idea that the twenty first century is breeding a customized style of learning; with a foundation of problem solving and digital learning techniques. Video games are generally focused upon a set of problems that must be solved in order to prevail. Incorporating video game strategies and techniques into the regular core content will help students develop a full range of abilities; mental, physical, social, and emotional.