Wednesday, April 17, 2013

Blog Entry #6: Good Video Games and Good Learning

In Good Video Games and Good Learning, James Paul Gee makes a valid argument for the sorts of learning principles seen in good video games. He seems to understand that some people may never agree with using video games of any kind in the classroom, which is why he encourages educators to find ways to make learning more game-like with or without the actual video games. I completely agree with this idea because game-like situations provide students the opportunity to apply what they know and allows them to learn from their mistakes. Page thirty-seven reads, "They (schools) often demand that students gain competence through reading texts before they can perform in the domain that they are learning." The text also points out, "Good video games operate by a principle just the reverse of most schools: performance before competence (Cazden 1981)" (Gee, 37). I believe learning is doing; providing experiences for students to problem solve and use higher-order critical thinking skills in their performance allows them to meaningfully develop knowledge.

Gee's article was published in 2005, and I personally haven't noticed much increase in the use of video games in education since then. Yes, I've seen more computer games and tablet applications being used in the classroom, but they are mostly being used for drill and practice and not problem solving. However, some schools in the nation are participating in research on video games being used as a classroom learning tool. An online article by USA Today from March 4, 2013 describes the use of SimCity at an Oakland middle school. The article provides this example of how the game is used for learning: "A sample SimCityEDU lesson asks students to prioritize public works projects and 'explain
your reasoning,' with writing assignments that culminate in several drafts of an essay. Game play, both at home and in school, tests students' hypotheses" (Toppo).

I think these learning opportunities are extremely valuable because students can experiment and often become determined not to quit until the problem is solved. It is unfortunate that gaming in education does not seemed to have increased nation-wide. The following statement from the USA Today article describes the need to consider gaming as a valuable learning tool, "For generations...education has worked in essentially the same way: 'People have a learning experience and the learning experience ends, and people take a test'...With well-designed games, the test is built into the game: Win a game of Halo and no one asks you to take a test on the material — you've mastered it" (Toppo).

As a future educator, I will do my best to bring video games or game-like experiences into my classroom. I most definitely see the importance of students performing and learning along the way. It has always been more meaningful for me when I can try something and see what works. Video games can provide that experience when creating real-world situations is not possible. Even very young students are capable of manipulating a video game. They, too, can learn from these experiences. Overall, the most important thing to remember when using video games or game-like situations in the classroom with children of any age is to make sure the game has been researched and will provide a quality learning experience.



Sources:

Gee, J. P. Good video games and good learning. (2005). Phi Kappa Phi Forum, 5(2), 33-37. Retrieved from https://blackboard.bsu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=/webapps/blackboard/execute/launcher?type=Course&id=_107194_1&url=

Toppo, Greg. "Video game invades classroom, scores education points." USA TODAY. N.p., 4 Mar. 2013. Web. 16 Apr. 2013. <http://www.usatoday.com/story/news/nation/2013/03/04/video-games-education-simcity/1963239/>.

Wednesday, April 3, 2013

Blog Entry #5: Education Technology Political Cartoon Analysis





http://www.cagle.com/2012/11/book-vs-e-book-reader/#.UV-Nw6sjo08



What educational policy issue is this political cartoon about?


National Education Technology Plan and the push for using emerging technologies to foster 21st century learning. (Traditional books vs. e-books)


What is the purpose of the cartoon (why did the artist create it?)

I feel as if the purpose of this cartoon is to emphasize the sentimental feeling many people will always have toward reading a traditional book. The fact that the book is face down on the ground saying, "are you able to do the splits?" seems to show that it is trying everything it can to be better than the e-book because it is obvious eBooks are a growing trend with all they have to offer.


What techniques did the artist use to draw your attention (refer to the cartoon analysis guide from our classroom activity)?


The book is in color, seems to be quite a bit larger than the e-book, and has a pretty big caption above it, which draws your attention to it. The word, nostalgia, on the book relates to a sentimentality for the past. The fact that the iPad is sitting upright and an e-book is shown draws your attention to the fact that the traditional book has been placed face down and is a thing of the past.


What is the opinion of the artist?

From my point of view, the artist seems to have that sentimental feeling toward traditional books or feels as if many people still do. However, the artist seems to realize that no matter how hard the book tries to show off, it is becoming part of the past as e-books make their way into the classrooms.


According to the artist, who benefits and who is negatively impacted by this policy?


This artist seems to agree that e-books are benefitting In relation to the National Technology Plan and the push for e-learning. The use of traditional paper books in schools is being negatively impacted.


What opinions do others have on this issue?

According to a site Kara showed me in our PLC group a couple weeks ago, there are many pros and cons for both, e-books and paper books. According to pro-con.org...

In Nov. 2010, the US Department of Education released its National Education Technology Plan, a detailed blueprint on how schools can improve learning with technology. Among its recommendations is to leverage mobile devices ("the technology students already have") in the classroom. In his Jan. 2011 State of the Union address, President Obama said, "I want all students to be able to learn from digital textbooks." On Feb. 1, 2012, the US Department of Education and the Federal Communications Commission (FCC), in collaboration with several tech organizations, released a downloadable "Digital Textbook Playbook" to "encourage collaboration, accelerate the development of digital textbooks and improve the quality and penetration of digital learning in K-12 public education."

Therefore, our national government definitely seems to support progress. They seem to want to move away from the paper books of the past and encourage e-learning and the use of e-books


Did you find this cartoon persuasive? Why or why not?

From my understanding of this cartoon and the message I got from it, I did not find it to be persuasive. Yes, there will always be a nostalgia about paper books. We used them for so long and it is difficult for many people to imagine that something better could take its place. Regardless of the sentimental value of paper books, e-books and e-textbooks have so much more media and multisensory learning support to offer.


What do you think is omitted or missing from the cartoon?

I think it would be interesting if the cartoon included a response from the e-book.


What questions do you have about the issue that the cartoon does not answer?

If there had been a response from the e-book, the artist would have painted a clearer picture of his opinion on the topic. I feel as if the way he left it allows for a a few different interpretations.


Sources:
"Book vs e Book reader by Political Cartoonist Frederick Deligne." Cagle.com Political Cartoons. Web. 4 Apr. 2013. <http://www.cagle.com/2012/11/book-vs-e-book-reader/#.UV-Nw6sjo08>.


"Tablets vs. Textbooks." ProCon.org. Web. 4 Apr. 2013. <http://tablets-textbooks.procon.org/>.