39 Matching Annotations
  1. Jun 2019
    1. Is something supposed to load under the 3 bullet points? I see a 'loading circle' but nothing is popping up.

  2. Apr 2018
    1. cross-pollination of ideas and working styles, so that each can see what the other has to o!er.

      Great idea to allow for each type of style to offer strengths and viewpoints!

    2. Training would be much more e!ective if it was more interactive, like a game, with input and interaction with the system. I don’t mind whether it’s a computer or a person, it just has to be more interactive than just reading

      Well put.

    3. Gamers also strive more than non-gamers to succeed, as long as the goal has meaning to them.

      Eye opening statement to me around a few students I was in discussion around this past week. In particular that they seem to be capable of more than they are demonstrating and their frustration and lack of attention in school unless it's a subject they are interested in, which is when they show much higher participation and grades dramatically improve.

    4. To succeed in training gamers, one must create a curriculum which

      Pretty much the antithesis of traditional schooling.

    5. for those charged with training and educating this new generation, the challenges are formidable. "e same old tools just won’t cut it.

      To a large degree, I believe this is the reason traditional schooling is in crisis.

    6. traditional leaders and top-down systems don’t earn a lot of respect from gamers, as they’ve been taught their entire lives to dispatch with those in authority as quickly as possible.

      Another great point I've never thought of before, and it is one that makes sense (with some serious gamers I've met and worked with). Great insight!

    7. Games teach players that the world is a competitive place, and standing still won’t get you anywhere. If there’s a fork in the road, take one and see what happens

      This is a great observation, and another great skill. Although the winning is everything is not necessarily a great way to look at the world, as it could produce extremely selfish individuals who will do anything to win. While having a balanced decisive view willing to make a choice and commit is a great skill to have.

    8. "e value is not all tied up in “winning” one way; it is more about the path to victory itself.

      A valuable lesson to learn as a youth as well, and one I didn't learn (even though I did play video games in my youth) until I was in my 20s. This lesson being learned young will hopefully lead many more youth to a less stressful and to feeling more successful in their life over all.

    9. And the cost of failure is low if not zero

      This is a great point as well, since we learn from failures! I really like this point and hope this means that our students are growing up without the same fear of failure as many older people might possess.

    10. Games create a self-centered universe where the player is running the show, and can manipulate other people and objects to his or her will (within certain rules, of course)

      Sadly, I have seen too much of this mentality in a few younger individuals where they don't work as much in team. I wonder if it is the type of games they preferred to play? Interestingly, I do know that a few of these individuals preferred solo games mostly or with small teams of people they know well and where they do not need to necessarily play as a team. This is a point I would like to further explore that I hadn't previously thought of.

    11. early 1980s

      Gen Xers first video game generation? Millennials in a different more interactive and higher percentage than Gen Xers. Current young students are growing up with technology in an even more present way. Here's an interesting article on the subject.

    12. Games and their powerful interactivity and reinforcement of particular behaviors, as opposed to the one way delivery of television, have created an entirely new individual —and as a result, new and di!erent needs for trainin

      I believe this is an important point. Many of our current business and school leaders likely grew up with television with minor video game play on old gaming systems. The skills and perspectives created from these experiences are completely different.

    13. Most professionals know games exist, of course, but still view them as a child’s toy.

      I have run into this perception when discussing games within the educational classroom. It is challenging to approach this mindset and begin to shift it.

    14. Americans now spend more money on video games each year than they do going to the movies, and more time at home playing video games than watching rented movies

      Fascinating and important stat. I'm sure this is even more so now 13 years later!

    15. "at means not only learning what they’re all about, but %nding ways to redesign educational and training curricula around their needs

      Now that many teachers are from the gaming generation, I think this shift is happening. However, many schools and districts are still run by non-gamers. Could this be part of the reason for the turmoil around games and learning in the classroom?

    16. Sooner or later, those who grew up without video games will have to understand the gamers

      I have noticed for some non-gamers this is a difficult transition. As things start to shift, hopefully non-gamers will be able to adapt. There will be some friction during this transition time. Hopefully, too, gamers will be able to gain some skills and incorporate skills from their non-gamer peers that might also be helpful?

    17. di!erent in ways that will de%nitely change how business is done and how learning is accomplished

      I'm interested to see how this shifts over time, and believe in many ways we're seeing this more now since this article was published 13 years ago. The topic interests me as in my school, we now have several teachers from this generation wanting more technology in the classroom to teach their students. I am interested to see what findings this article had from 13 years ago versus what I am seeing in my school today, as some of the teachers would have been in middle or high school at the time of the study.

    18. Get Ready for the Gamer Generation
    1. Serious gaming will give a well-balanced instruction which contains the desired educational material as well as the motivational boost that is needed for the technology-dependent students.

      I am glad they mentioned gaming balanced with instruction, because serious games on their own (like online school only) has also been shown to be less impactful on student learning. Facilitators/guides are still needed.

    2. his dependency on technology has made traditional classroom instructional activities such as one-way teacher lectures, textbook readings, and written homework assignments less effective

      I disagree with this reasoning on why they say that traditional classroom instruction is less effective. Another thing I disagree with, while my school is somewhat traditional in teaching, prior to this year there has not been much technology used within the regular classroom. It has not strictly been lecture style, however, and students have been engaged and learning (according to state testing) in the top percentage of our state. Our current school year is the first year with more technology, not quite 1:1 but more accessible technology, and motivation levels have not changed. I'll be interested to see how we compare on state tests over the next couple of years as we do bring in more technology, but I do believe it's a bigger issue than our dependency on technology making traditional classrooms less impactful.

    3. serious games need to be integrated with the existing curriculum, instead of being just an addition

      I agree with this.

    4. the current push on serious games focuses mainly on the educational content of the game while overlooking the engaging parts which make the video games fun for students

      Again, by the definitions I have found on serious games are games without the entertainment.

    5. If video games are popular among students, why not introduce serious gaming as part of the classroom instructional methodology?

      According to a couple of sentences prior to this one, the authors are comparing the way they think kids like video games and looking to serious games to bring in to schools to fulfill this need hoping it will motivate kids to learn. However, 'serious games' are games not meant to entertain, although I think they can definitely be engaging to students and encourage learning.

    6. K-12 students do not want to read books

      I completely disagree with this blanket statement. My boys, who love to play video games, also love to read books. They don't like to do homework, but I also didn't like to do homework when I was their age.

    7. How can a teacher motivate technology-dependent students in a classroom

      An important point found in this study by Granito et al (2012) is students need to be intrinsically motivated and interested in order for learning to occur with technology as well.

    8. If the way students interact with the world has changed, why is the educational system not changing

      Peter Diamandis spoke about this two years ago to the California Charter School Conference. Fascinating video that is worth watching!

    9. American youth

      I would love to know what age range, gender, race, socioeconomic status etc. they looked at in their study.

    10. er, motivation is a very important factor in academic success. This paper will talk about the use of games in the classroom to increase the students’ motivation.

      I am very interested in reading about video games in the classroom potentially increasing motivation because most studies I've read about games in classrooms not showing an increase with motivation. Most recently in this study by Wouters et al (2013).

    11. serious games

      Here's a resource I like where they evaluate the term "serious games".

    12. Using Gaming to Motivate Today’s Technology-Dependent Students

      This title captured me as I have had numerous discussions with people wondering why I'd like more technology in our school when people feel children are already on technology (or want to be) too often.

  3. Mar 2018
    1. Giving a kid the game won’t work. You have to get the kid to play like a designer. You have to interact. Lots of charity groups say let’s give them games. But we didn’t solve the problem by giving them books.”

      This is a profoundly important statement. How do we teach students to interact and therefore learn on a deeper level within the classroom?

    2. best negative predictors of performance was the act of walking away after failure
    3. “knowledge is not the outcome we want; we want students to learn how to make choices
    4. collective intelligence.
    5. human minds are plug-and-play devices; they’re not meant to be used alone. They’re meant to be used in networks

      Collaboration is a strong tool and has been identified as one of the ISTE Standards for today's students.

      Another standard for 21st learning that goes with collaboration (in a sense) is mentioned by Katie Salen, Systems Thinking. Students work together to solve problems.

    6. it turns out games are hard.

      James Gee also talks about how games are hard and complex, and yet people PAY to play them and learn and enjoy it! He goes on to talk about how good games have good learning principles supported by cognitive science.

    7. We may think we’re pretty smart, but in fact we have very little notion of how humans learn. Kids know: They play games. Until, that is, they go to school. That’s when the games stop. And often, so does the learning

      James Gee (mentioned further in this article) discusses how humans love learning, but you might not know that within a school. If schools are designed with learning in mind, wouldn't we want students (and teachers) to enjoy it?

    8. Research shows that boys typically read a couple of grades below level in school, but these same boys, it turns out, read texts way above their grade level if the texts are part of online games

      I can't find any specific research saying boys typically read a couple of grades below school level, can someone please share those with me? I did find many studies on why it's not beneficial to force students into reading levels, including this one from last year while trying to locate studies on this subject.