1950s and 1960s
60 - 70 YEARS. A lot has changed in that time, this only set our currents students to succeed in a pass world
1950s and 1960s
60 - 70 YEARS. A lot has changed in that time, this only set our currents students to succeed in a pass world
engag-ing, relevant ways.
engaging to today's society looks different than what it did like 10 years ago, and in 10 years engaging will be different from now. teaching and adapting to what is relevant will help kids students be prepared for the current world
“to help save Atlantis!” Kids are presented with a compelling narrative surrounding the social and environmental problems of the mythical world “Atlantis” and are entreated to help solve these problems with the help of other “questers.”
is this an example of game based learning
For example, those from privileged backgrounds demonstrate higher-level “know-how”– Internet search skills, the ability to download or send files, an understanding of Internet vocabulary
is that still true today. You don't have to come from a privileged background to have the "know-how" to use the internet today
udge the quality of information found online;individuals may choose primarily to read viewpoints and engage with those whose views align with their own
This is more true today than ever before.
he overwhelming dataflow that results can sometimes blur specific political messages and distract from the arduous work of organizing sustained, connected actio
To much information can be a bad thing
2. COST
It sad to say but with many school on limited budget a lot of these tool are out of reach for teachers and students.
: Players are intrinsically motivated to identify and succeed at understanding the game’s mechanics.
that is hard to get students to be motivated in something like math with out using a game
They give each other tips and advice, they share tricks. They teach each other to understand the games’ systems.
if you did that on a test that would be considered cheating, but in game base learning it is not. This is actually better it fosters in environment for students to proactively share their knowledge with other students.
emphasize outcomes like standardized test scores, rather than a love of learning, and which result in experiences that are efficient
I think this is whaat adds to the problem that was discussed in the last article. That school are worried about test, so they make their students remember answers to questions, rather than teaching them how to come up with those answers on their own.
“Can I try?”
that is an is interesting concept to tell how well you design the game
discover and nurture interests they may not know they have
I haver personal experience with this, playing some ww2 games made more interested in history
Not the literacy that helps us read books or write term papers,but the kind of literacy that helps us make or critique the systems we live in
Literacies don't always have to refer to reading or writing.
“bossing him around” and “telling him what to do when he can fig-ure it out for himself.”
taking the fun and play aspect out of the game.
. We eachhave a core identity that relates to all our other identities
we all come from different backgrounds, and that itself changes the way we look at things.
You’re readingabout it, but you can go out in person to le
can you apply the knowledge you learn to the real world.
Players will genuinely go along with this, andeven freely add thousands of pages of content
geeking out
Playersannotate this information by clarifying ambiguous text or updating out-of-date or misleading information.
this is a good example of collective learning.
he Sims, in which players routinely create families and house-holds that are shared with other players, the boundaries between thegame and player community are blurred
This is dated other examples of this other than the Sims, is World of Warcraft, GTA, and Minecraft
students divvy up homework assignments in chat-rooms
this reminds me of what we did for the first couple of chapter in new literacies.
The computers are no longer just in the lab, but Computer Science is just another one of the disciplines, another subject in which our students seem to be constantly falling behind.
when comes to the rest of the world, They have started to implement computer classes into their school, while the US has not.
, it is software that is really capable of empowering the majority. Providing access to the power of the computer means making software that enables regular people to use the machine in creative ways.
for the most part we all have powerful machines in our pockets. Some of these machines are more powerful than others, but that doesn't matter if we can all run the majority of of the same software or applications. It's the software where we share, create, and learn.
When educators tried to craft an actual school based on these [progressive] general principles, it was as if Leonardo had tried to make an airplane out of oak and power it with a mule
So they were not able to actually try out new teaching principles they were set up for failure.
a system of education created for good but often doing evil,
We see this with all Social Media sites they were meant to connect with people and share continent, but they have been to often use as a weapon to push hate and fear.
At this moment in history, so many ideas are suddenly possible, or so much easier as to feel newly possible, because of mobile. Disregarding the influence of this context on our world and work would be careless.
This allows people not only access information, but also spread and share information. Allowing them to participate and add to the information.
13screen instead of paper also misses the point of what is really possible with mobile: going somewhere new, seeing something you have never seen before, sharing a deep interest, doing something you had no idea was even possible, telling stories in new ways, making something you care about, connecting new ideas, and generally taking ownership of who you are going to be through what you choose to do and think about.
we see this today in the middle of a pandemic teachers are taking chances and trying new ways to teach and learn.
The kind of MML we are talking about is somehow supposed to be about more than the usual formula: school + mobile device = learning.
with new technologies come with new ways to learn and teach.
For a long time, I thought about MML something like this: Okay, mobile, like mobile devices. Media, now I’m thinking about multimedia and all the conversations going back to the 90’s about multimedia in education, like the promise of the CD-ROM. And learning, well at least I think I know what that is.
This calls back to new literacies even though at any given point in time we might think we understand technology, we don't really have a hard understanding of all literacies.
Yet none of these learning activities took The Needed Skills in the New Media Culture3place in school
this shows that sometimes you do not need a school to learn
Luis worked tirelessly to position, shoot, and edit his movies.
if given the right motivation it easy for kids to work hard for a project that they love doing.
T h e c l u b h o u s e c o o r d i n a t o r s i n c l u d e d L u i s i n fi e l d t r i p s c o n n e c t e d t o h i s i n t e rests, including one to the game design company Electronic Arts. Luis remembered, “That was pretty cool. We learned a lot about its history. We got to try some games that hadn’t come out yet.” The coordinators also often promoted his work by showing his movies to guests and new members.
This is a great way to foster a child's learning. Taking a subject that they are interested in and showing them how they can apply it to some career fields.
, Luis experimented with ani-mating paper drawings. “Just to draw a bunch of animations on paper and see how it worked. ... It worked out pretty good. I drew a picture and then I take a picture of it, then erased it, then drew, just moved it a little, drew it, and erased it.” The paper drawings evolved to claymation
I find this interesting that Luis does not lack any imagination when it comes to something he likes