16 Matching Annotations
  1. Jul 2020
    1. In effect, rather than memorizing facts or formulas, throughperformances of being an urban planner, lawyer, doctor, engineer, carpenter, historian,teacher, or physicist the player learns the particular ways of thinking of these professions.

      But do they learn the skills required to do the job? There is a big difference between pretending to be a carpenter and using a table-saw.

      Pretending to be a carpenter may lead an individual to think they want to be one, using the tools maybe lead them a different direction.

    2. Teachers in a business class ask students to make imaginary investments in the stock mar-ket and then monitor actual business reports to track the rise and falls of their “holdings.”

      I did this in a class over 20 years ago.

    3. Many contemporary games—Railroad Tycoons, for instance—incorporate spreadsheets, maps,graphs and charts, which students must learn to use to play the game.

      Again, a game marketed to an older crowd. I imagine students would be more engaged in these games than most school work, but I am uncertain they are drawn to them on their own.

    4. [Caesar III].

      I've noticed that the games they seem to mention are mostly 4X strategy games. These games typically have an older audience, by gaming standards this means over 35, and are less popular to younger gamers.

    1. As a result of the journey, the project team accompanying Laika “visited 56 cities, traveled 2010 miles, and generated 397 photographs” (Lewis, 2011). The photographs were immediately posted on websites, creating the feeling of a live event and, therefore, a closer connection between the students and the story.

      This is a lot of resources to be placed in only two classrooms.

    2. Flow, also called optimal experience, is a specific state of consciousness and is tightly connected to intrinsic motivation: “Self-consciousness disappears, and the sense of time becomes dis-torted. An activity that produces such experiences is so gratifying that people are willing to do it for its own sake” (Csikszentmihalyi, 1990, p. 71).

      This is what I was looking into for my individual story project.

    3. “[t]he argument that gamification in education is merely a repackaging of established strategies remains a consistent criticism”

      I was thinking that grading A-F is little more than a game scoring system.

    4. In contrast to games, gamified applications, which are applied to increase motivation and engagement, do not pull users from the real world but improve the experi-ence (Werbach, 2013).

      More like a lens than a portal?

    5. Participation, in this scenario, refers to the process in which producers and consumers share decision-making abilities to determine the outcomes of the story (Carpentier, 2015).

      I find their use of a specific definition of participation helpful.

    1. "

      Second Video: I have concerns about this video. First, I see little difference between this and a good textbook outside of the technological integration, a common component in many newer textbooks. Second, they identify as an entertainment platform, I don't know how I feel about that, but to me it implies that they can say "oh we're an entertainment company so we aren't responsible for actual learning". Finally, everyone in the video appears to be affluent and white.

      Edit: As I read through the article the program seems to have far more going on that what I picked up from the video. It does appear to be better than a textbook with some digital inclusion. My other concerns still exist.

    2. W

      First Video: I think the idea that we need to move from culture to political and civic structures is key. Often it seems that participatory culture is used as a distraction or a commodification of the dissent that underlies it.

      I also appreciated the segment about wikipedia. I think it's important that wikipedia be embraced more by academic institutions as it continues to be a primary source of knowledge for the global masses.

  2. Jun 2020
    1. How much learning occurs when students and teachers operate in a state of  natural default learning?

      We are always learning something right? For some the default may work, but for others it will teach them to find short cuts and to divert attention easily. In the worst case scenario someone is learning that learning may not be all that important and that they can easily float through life believing what they want and becoming insular in communities of similarly held beliefs.

    2. And before we know it, it's over!!

      I appreciated this from the article. "The “shadow side” of cpa is over-stimulation and lack of fulfillment." The lack of fulfillment seems to lead many to a why bother at all state.

    1. Recent statistics show that more than 94% of tweens and teens use digital media on a daily basis, including watching online videos, reading, gaming, and interacting on social media; while34% of tweens and 28% of teens write stories, articles or blogs themselves (Rideout 2015).

      I have a hard time with statistics, I often think they are gained specifically to help what they are being used for. I spent last year in a district where only 70% of the families had internet access at home. I kept up a bit on the remote learning trends and many districts reported similar concerns about access. I decided to dig a little deeper here and it appears Rideout surveyed a group of just over 2,500 people to produce these numbers.