9 Matching Annotations
  1. Oct 2020
    1. When a teenager starts to transition to adulthood, or starts college, video games are often left behind (Bittanti, Game Play). Mary, a nineteen-year-old from Alameda, California, said: “I guess when I went to college [I gave up gaming]. I did not have enough time to socialize and still play games and most of my friends were into MySpace and Facebook and so I stopped playing altogether.”

      I find that with my students now a days are even more advance when it comes to leaving video games behind and prioritizing social media. So if we are to use Games as part of the Connecting Learning practices than we must also take into account gearing our activities to incorporate more social aspects.

    2. Through recreational gaming, kids build social relationships that center on game-related interests and expertise.

      That is exactly what we as educators want a "hangout and learn kinda vibe" that will engage and entice students to want to lean based on their interest. This reminds me of an article from the blog Building Connections article "Connected Learning Environment Analysis which states "connected learning environments are generally characterized by a sense of shared purpose, a focus on production, and openly networked infrastructures.” That exactly what is needed self interest with social vibe win win. https://buildingconnections.blog/connected-learning-environment-analysis/

      (Ito et al., 2013)

    3. While we do not see these forms of gaming as sites of profound social activity or learning, they are part of the play, of the messing around with new media that are seamlessly integrated into kids’ everyday life rhythms

      These types of games that are killing time, can also be used to give students a brain break during the class day which can be constantly demanding with academic expectations.

    4. More recently, educational researchers have engaged with simulation and other state-of-the-art games to argue that games provide important opportunities for learning in prac-tice (Gee 2003; Shaffer 2006; Squire 200

      Agreed, and the fact that "Family games grew 110 percent over the previous year. Accessible online and casual social games have tipped the balance toward adult women, or more accurately, toward a diversified age and gender demographic. In the past two decade" solidifies that the market for these non violent games opens up the door for these games to be used in the academic setting. Mindcraft is one of those games that is now being used in the schools and homes.

    5. Drawing from a survey by the NPD Group, the Entertainment Software Association (ESA) (2007) reports that 38 percent of game players are women. Women age eighteen or older represent a signifi cantly greater share of the game playing population (30 percent) than boys age seventeen or younger (23 percent).

      This was surprising to me at first but then understandable. The growing number of women gaming at age 18 and older is probably tied to wanting connect with others who have a larger percentage of participation in gaming, as well as, easier access to games on their mobile devises, and games geared to women specifically.

    6. Kids fi nd a different network of peers and develop deep friendships through these interest-driven engagements, but in these cases the interests come fi rst, and they structure the peer network and friend-ships, rather than vice versa. These are contexts where kids fi nd relation-ships that center on their interests, hobbies, and career aspirations.

      These interest-driven engagement parallels the beginnings of connected learning in that these "kids"pursuing a personal interest with the support of peers. The peers they have gravitated to online due to their interest. Unlike the friendship driven which is mostly part of their community and probably age growth. This interest level may have older people in it due to the interest level. Definitely, something to think abut when organizing connected learning for students.

    7. Young people in the United States today are growing up in a media ecology where digital and networked media are playing an increasingly central role.

      Yes, Agreed and now more than ever due to the pandemic students who do not have Internet or computers at home are able to more fully participate, since school districts across the country are giving students the computers and internet connectivity to do their school work from home. Many of these students are not only using this opportunity to do their school work but to also go on social media and connect with each other.

  2. Aug 2020
    1. In problem-posing education, people develop their power to perceive critically the way they exist in the world with which and in which they find themselves; they come to see the world not as a static reality, but as a reality in process, in transformation. Although the dialectical relations of women and men with the world exist independently of how these relations are perceived (or whether or not they are perceived at all), it is also true that the form of action they adopt is to a large extent a function of how they perceive themselves in the world. Hence, the teacher-student and the students-teachers reflect simultaneously on themselves and the world without dichotomizing this reflection from action, and thus establish an authentic form of thought and action.

      These kind of educators as treat students as critical thinkers not just vessels to fill with information. Students are encourages students to think for themselves and make their on connections.

    2. During the first he cognizes a cognizable object while he prepares his lessons in his study or his laboratory; during the second, he expounds to his students about that object. The students are not called upon to know, but to memorize the contents narrated by the teacher. Nor do the students practice any act of cognition, since the object towards which that act should be directed is the property of the teacher rather than a medium evoking the critical reflection of both teacher and students. Hence in the name of the "preservation of and knowledge" we have a system which achieves neither true knowledge nor true culture.

      So basically students with the banking concept students are not getting a true understanding of concepts just memorizing information. This does not help with teaching students to think critically.