17 Matching Annotations
  1. Nov 2020
    1. very component of the game was backed by one or more principles of learning," says Graesser. "That's different from a lot of commercial games that often try to optimize motivation but not learning. We really tried to do both

      when seeking to incorporate games in our classrooms, how do we distinguish between commercial ones and ones dedicated to pedagogical purposes?

    2. game with one another — as compared with playing alone — they adopted a mastery mindset

      what does this say about how we can approach engagement and peer learning in general?

    3. revolutionize education

      do they need to revolutionize education, or can they simply sit as an item in our toolkit that's just as effective as others (but perhaps more fun and approachable)?

  2. Oct 2020
    1. requires in advance and constant preparation and organization of pre-clas

      this article provides no information on how to actually accomplish any of the "requires" or "needs to" points -- this article only points out what needs to happen and why this model is beneficial, there's nothing practical in here

    2. appropriate support from educators and institutions is essential for providing the appropriate environment to Hyflex teachin

      This is all well and good, but what happens when you have a student who doesn't have reliable internet access at home? who maybe then comes to your school where there aren't the proper resources for allowing them to access tech in class?

    3. proficient in the use of synchronous and asynchronous digital tools to collaborate

      again, this seems to be assuming that this is an easy thing to accomplish -- in this model, are you responsible for that proficiency? if so, how do you establish it first?

    1. should also be in the mix.

      how does technology equity come into play? for example, is it best for a teacher to move on to modification or redefinition if they have students with unreliable internet at home, no internet at home, a single shared family computer, poor digital literacy skills, etc.? How can we integrate technology to effectively mitigate this?

    1. In the same way, implementing new technology like data projectors, to replace an old technology like overhead projectors, while using the same pedagogy as before, will almost always result in no significant difference for students.

      what barriers are in place to prevent pedagogy keeping up with the pace of technology?

    2. Not surprisingly, the researchers found that there was no significant difference in information literacy skills retention between the three different lecture delivery methods

      how does getting thrown into the deep end of technology-mediated learning during an unexpected situation like COVID impact this?

    3. technology is now in a position to make a large positive impact in the delivery of instruction by enabling new pedagogical approaches to instruction

      Again, is this due to the technology itself or the now immersive, more democratic, ubiquitous nature of technology and technology know-how? Where is the reflection on who learners are in this discussion (i.e. where's the human factor?)

    4. Whether it be true or not, there is usually an expectation that the new technology will perform better than the old

      Can technology's 'goodness' and whether it's better or not be separated from those using it? I.e. can a technology be better if nobody knows how to use it yet, or can the value of a new technology only become actualized when enough people know how to use it?