199 Matching Annotations
  1. Jun 2016
    1. Along with these gifts, each child has individual, unique needs.

      This is a great way to get college students interacting on a paper they were suppose to read. You can also # it to connect to a twitter group you created (makes it easier to research). You can also tag a twitter user @....

  2. Apr 2016
    1. WorldofWarcraft

      So interesting how this shows up again and again. I guess some day I should try it out. #ilt5320

    1. Emerald is a global publisher linking research and practice to the benefit of societ

      Going to have to put this in my bookmarks. #ilt5320

  3. Mar 2016
    1. gameful approaches to learning and improvisational representations of research are enjoyable and useful ways of being

      #ilt5320

    2. process-oriented activity

      Yet with standards and teacher evaluations we tend to focus on 'Product' not 'Process'. #ilt5320

    3. game design curriculum

      Has anyone tried this software? http://www.gginteractive.com/ #ilt5320

    4. The teachers featured in our cases were not novices

      Thus it would be important to have more studies where you have teachers who are novices. #ilt5320

    5. How was the cultivation of ignorance featured as prominently as the accumulation of knowledge?

      Your thoughts? #5320

    6. “To be a full member in today’s participatory culture should mean much more than knowing how to play videogames; it should also mean knowing how to create one”

      #ilt5320

    7. In all cases, teachers’ developing self-knowledge is a promising indicator of how gameful learning can describe the improvisational possibilities of learning desig

      Do teachers receive this kind of education regarding how to do this in college? What needs to change? #ilt5320

    8. demanded abandoning classroom habits that were ‘painful and boring’
    9. “A bubbling cauldron of exploration, collaboration, and engagement

      Great description of what a class should be. #ilt5320

    10. suggest teachers are motivated to experiment

      Would you agree or disagree based on your interactions with teachers at different grade levels? #ilt5320

    11. how attitude supports learning beyond the immediate time and space of game play

      How did your attitude about reading this article change with the addition of the visuals links I added compared to just reading text? # Ilt5320

    12. Worthy of my attention now.

      Medina - #ilt5320

    13. card game created by the students and faculty of our educational technology graduate programm

      What did you notice about the differences between the adult and the children regarding the games? #ilt5320

    14. “They’re all just showing tools like Edmodo and iPads. Nobody else is really doing anything new and different.

      Out of the mouth of 'babes' comes the truth about our system. #ilt5320

    15. reciprocal teaching reinforced student ownership of unit material

      Student ownership important because it leads to self directed learning. #ilt5320

    16. I am the Game Master. I will issue Quests and Challenges for your kingdom to complete. I am all-powerful and all-knowing. I control the weather, inter-kingdom communication, and much more. You must do your best as a kingdom to complete each quest and achieve World Domination. Do not cross me; the consequences could be devastating for your kingdom.

      Again, another great hook. Get the students attention. Make it sound fun and risky at the same time. Gives the teacher a sense of power and flexibility to bend normal real world limitations. #ilt5320

    17. In order to advance levels, students assembled in guilds to share completed labs, readings, and learning reflections. Should any lab work demonstrate a lack of understanding, students were directed to revise or retake relevant portions before advancing. Once mastery was demonstrated, each guild received a password to the next wiki level.

      How can you see this working in your career?

      ilt5320

    18. Greetings, Earthlings! I am Creepor the Emissary, of the Deep Galactic Core, First of the Matter Questers. I have crafted an insidious device designed to easily engage and capture the minds of your elementary students: Matter Quest!

      Were you hooked by this first sentence??? #ilt5320

    19. We do not examine a single game implemented across different environments, and our cases do not empirically prove gameful learning.

      What do you think would be the benefits if they did examine a single game across the environments? #ilt5320

    20. hree elements: an attitude accepting constraints to make possible enjoyable play; identity play with multiple real-world and virtual selves revealing new capacities; and ignorance that embraces questions to transform learnin

      #ilt5320

    21. Gameful learning assumes educators – like scientists – are capable of questioning, of “having faith in uncertainty, finding pleasure in mystery, and learning to cultivate doubt”

      Think about the instructors you had in HS - do they match this definition? #ilt5320

    22. paradigm

      Buzz word - #ilt5320

    23. critique of standardised testing, a ‘regime’ failing to embrace digital technologie

      Why do you think standardize testing has become so popular? What are the behind the scenes reasons. I think you may be surprised (or not). #ilt5320

    24. Because game players, not unlike musicians or citizens of any clan, live and learn as “members of multiple lifeworlds, so their identities have multiple layers that are in complex relation to each other

      We all have many layers (right now we have the layer of college student). What is one of yours? #ilt5320

    25. psychosocial moratorium’ underscores the importance of fast failure within game

      Eric Erikson intended for it to be the final stage of identity development, which takes place in late adolescence. People going through a psychosocial moratorium are said to be having an “identity crisis.” #ilt5320

    26. people are exploring, constructing, and reconstructing their identitie

      How is this beneficial? #ilt5320

    27. lusory attitude

      To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude]. #ilt5320

    28. he checkers that are captured or lost have no intrinsic worth or power in the real world. It is the personal investment of transforming the objects of the game into signifier

      I like to relate this to our currency. The dollar bill in your pocket is less paper then the paper towel you wipe your hands on, yet it is more valuable because you (society) gives it value. #ilt5320

    29. Elkind’s

      Great book to read - you can relate it to any age. #ilt5320

    30. Montessori’s

      #ilt5320

    31. why teachers and students are intrinsically motivated to play, experiment with identity, question, and learn

      Intrinsic motivation is important. Interesting how small the Gameful Learning area is within the Venn diagram. Thoughts? #ilt5320

    32. gameful learning

      Website to check out - http://gameful-learning.org/ #ilt5320

    33. Lewis’
    34. They provide safe bubbles where students (and teachers) can take risks and try out different ways of thinking”

      We had a child care facility where a child died in an accident. Many of the children went to the funeral but were confused/sad/angry. The teacher got approval from the parents to create a funeral area in the classroom so they could act it out. Though this process of play the children gain a better understanding of life and death and were able to accept it. #ilt5320

    35. Yet, early childhood scholars have long documented the sophistication of play

      #ilt5320

    36. how can we take into account the “uncertain outcomes [and] multiple possibilities” of game play

      Great question. Thoughts? #ilt5320

    37. But researchers have only begun to articulate how such learning relates to broader theories of play and to evolving uses of technologies for learning and for game play

      I have to note - in early childhood there are decades of research regarding this. We are only recently starting to research different ages. #ilt5320

    38. Improvisation is an empathic interaction resulting from extensive absorption of knowledge, convention, and wisdom about tools, self, and social environments. Improvisations in concert with others demand experience, skill deployment, and deft expressivity within a dynamic and shared context.

      Great definition.#ilt5320

    39. The similarities between musical improvisation and game play
    40. ‘modding

      Modding is a slang expression that is derived from the verb "modify". Modding refers to the act of modifying hardware, software, or virtually anything else, to perform a function not originally conceived or intended by the designer, or achieve a bespoke specification. The term modding is often used within the computer game community, particularly in regard to creating new or altered content and sharing that via the web. It may also be applied to the overclocking of computers in order to increase the frequency at which the CPU operates. Case modding is also a popular activity amongst many computer enthusiasts which involves the customization of a computer case or the installation of water cooling technology. In connection with automobiles, modding often refers to engine tuning, remapping of a vehicle's engine control unit or customization of the bodywork. #ilt5320

    41. Gameful learning as a way of being

      Sounds very Zen #ilt5320

    1. Goleman’sEmotional Intelligence
    2. Deep thinkers

      Some books - http://www.barnesandnoble.com/blog/big-books-for-deep-thinkers/ #ilt5320 What books would you add?

    3. Bloom’s Taxonomy

      #ilt5320

    4. First, can this kind of course design be easily replicated byothers and adopted?

      Your thoughts? #ilt5320

    5. Because they chose it, they invested in it and they built it. They owned it.

      #ilt5320

    6. I would rather grade 30 different projects thatshow the student’s take on the standard than 30 of the same media build around myinterpretation –

      Yet would the majority of teachers feel this way? Think about how many still administer 'bubble tests' because of the ease of grading. #ilt5320

    7. repeatable with six differentgroups of students

      Yet there were really 3 different distinct categories. How is that reproducible? #ilt5320

    8. From my design notes, these studentspreferred either more structured directives for work, identified themselves as “not a gamer”or complained that they did not care about the subject matter enough to “do anythingextra”.

      Important to recognize those that fall out of the curve. Think about what needs to change to help draw them in? #ilt5320

    9. display the new skills they were buildingprivately

      Every teachers dream. #ilt5320

    10. allowing students to keep working even if I delay in grading a quest.

      What errors might this produce?

      ilt5320

    11. but higher instructor time investment begs the question ofthe benefits of instructor support systems for game-based instructional design anddelivery

      Do you see extra funding streams helping out or teachers having to work longer hours if they want to do this? Other options? #ilt5320

    12. when the novelty woreoff for most students, production rates leveled out at similar paces to the non-curatedmodels of courses one and two.

      The newness wore off. What might an instructor do to refresh that? #ilt5320

    13. the attachment of grades to questing became trivial after a number of students hadmet the course expectations yet continued to quest for their own learning or to competewith friends

      Maybe in part because it became 'fun'. #ilt5320

    14. time is precious for course designers

      #ilt5320

    15. requiredmore time than was typically available to an educator to prepare a course

      Hmm. How could the students have helped to design the course while the course progressed? Or would that be possible for his design? #ilt5320

    16. one and two show that students, when given minimal choice in the kindof work they do (not the content of the work), will show signs of increased motivation andengagement by doing more than double the amount of “required” work for the course

      When students are self motivated then they tend to do more...... But this is a group of Master's students. How might this be different from Freshman/Sophomores? #ilt5320

    17. student had 3 hours to use what they had learned in class to answer designchallenges.

      What do you think about this time span? #ilt5320

    18. Quest to Learn schools

      Link to website - #ilt5320

    19. pickthreequests each week, instead of one.They only needed one to present on to the class, but this allowed them to work ahead of myemail checking. As students completed quests, they no longer waited for the weeklymeeting time (as in courses one and two), they emailed them and I replied with formativefeedback.

      Thoughts? Benefits of working ahead? #ilt5320

    20. Course 3 key design elements

      This one was so different and I wonder if he should have included it. #ilt5320

    21. students were given two weeks to assemble astandard-based portfolio that made evidence-based claims,

      Do you think 2 weeks is long enough to create a portfolio like this? #ilt5320

    22. quest presentations (30-40 minutes

      I wonder what the length of each presentation was. #ilt5320

    23. If projects aredone wrong, I failed to give enough direction (no objectives); if they are done poorly, I needto guide, provide examples or encourage them (formative teaching); if they do it well, I canadvance them to tougher work (ZPD); and if they finish the work at home and thenindependently volunteer to help our elderly neighbor with the same skill, I can providehonest, authentic and pride-filled enthusiasm for their efforts. As soon as one student doessomething amazing, it is exciting for everyone in the class;

      Great reflection for everyone no matter the field they are working in. #ilt5320

    24. I felt that overly detailed project descriptions wereblocking my ability to identify the learner’s ability and capacity for challenges or ZPDs

      Why do you think that was? #ilt5320

    25. but so were movies, readings, research activities,interviews, group projects, events and field work

      Important to have more than just text. # ilt5320

    26. shared spreadsheet. Fora full unit example, visit:

      I encourage you to check out the spread sheet url. What other columns might be added or removed? #ilt5320

    27. Watch the movie Stand and Deliver and create a chart that shows how Escalante meets thegoals of our course standard 2.1 and/or 2.4.Visit the zoo and take photos of each “Learning Space” that they use for school groups. How dothey design learning spaces? What ideas do you get for your classroom?

      Different way to have students bring in real world experiences.

    28. Quests operated like “homework”

      By changing the name does it change the view of the task by students? #ilt5320

    29. array of options to satisfy each of the course objectives

      What would be some of the challenges with this? #ilt5320

    30. showing students that volunteered their scores.

      Peer competition. #ilt5320

    31. “How much XP do you think that would be worth”, and we start tocommunicate value. Likewise, students can challenge my ascribing of XP by honestlysaying a project had too much XP or too little for their time. Self-evaluation practices couldbe readily applied here.

      How would this affect the assessment data for the department? How would one get accurate data? #ilt5320

    32. (LMS)3DGamelab(3DGL

      Has anyone used this before? #ilt5320

    33. time-on-task and learner comments that indicated an increase in studentmotivation and engagement from one design to the next.

      ilt5320

    34. Likert scale

      #ilt5320

    35. he first, second, fourth and sixth course iterations wereabbreviated summer course experiences meeting online twice per week within a seven-week time. The third and fifth iterations were courses held within a traditional 14-weeksemester, met once per week online and met face to face three times at the beginning,

      These are significant differences. Should he have kept them more similar?

    36. personalization

      Why is personalization so important? #ilt5320

    37. six master’s level courses attempting to appropriatea quest-based learning approach to classroom design.

      My first thought when they said quest - #ilt5320

    38. encourage high amounts of play with the course content outside of the classroom?

      Every teachers question. #ilt5320

    39. gamers are trained by subtle hints, positive and negativereinforcement, rewarded with highly polished stimuli, satisfying “cut scenes”, communityrecognition, “badges”, awards for expert play and multiple scoring systems

      How is this better/worse then traditional factory style learning?

    40. new technologies can be quickly appropriated by tech-savvyyouth to amplify their interests and learning

      What about youth that have limited access. The education gap widens. #ilt5320

    41. digital resources for discovery
    42. socio-economicstatus

      Parents academic background and family income. #ilt5320

    43. cultural context

      #ilt5320

    44. intelligences

      #ilt5320

    45. self-efficacy

      #ilt5320

    46. mental schemas

      #ilt5320

    47. psychosocial development

      #ilt5320

    48. Looking at ZPD from the teacher’sperspective can be intimidating if not impossible.

      Why would it be intimidating for teachers? #ilt5320

    49. Zone of Proximal Development (ZPD
    1. Video game playing is not only good or bad. It can be both

      Like any tool - we must learn to to use it correctly in order to bring the biggest benefit to individuals and society.

    2. Society for Neuroscience’s

      So neat that Brain Awareness Week is next week. https://www.sfn.org/public-outreach/brain-awareness-week

    1. reduce the side effects of chemotherapy

      Though this sounds completely outrageous, when we think back about studies that have indicated when people keep their minds busy on other tasks that they enjoy - discomfort levels (for any reason) seem to lessen.

    1. may actually foster brain plasticity

      So much amazing research regarding brain plasticity has been done over the last decade. Looking forward to seeing all the new breakthroughs we will have in the next 10 years.

    1. folk villain to a certain subset of gamers, and you've become a folk hero

      Just like in history - it all depends on your perspective and who writes the history. #ilt5320

    2. sexist and unimaginative

      I would agree.#ilt5320

    1. victim

      Another cultural shift - legal system supporting and advocating for people to project themselves as victims of life which then takes away their belief that they have control which then leads to depression and other controlling behaviors that degrade society instead of building it up. #ilt5320

  4. Feb 2016
    1. artistic

      Such a key work. Should be highlighted. #ilt5320

    2. argued that youth need to understand and produce content across different media platforms, to articulate their understanding of how media shape perception, and to become knowledgeable of emerging ethical standards that shape their practices as media mak-ers and participants in online communities

      Great quote! #ilt5320

    1. n the organization will benefit

      This is what our culture really needs to focus on. Not the immediate rewards but how it will improve lives in the long run. #ilt5320

    2. Gamification is the "use of game design elements in non-game context

      I wish this term would be shared with teachers through workshops and training's. So many still think that by adding a game of cards to their math class it automatically becomes gamification. #ilt5320

  5. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. cluding a more aesthetic look and feel

      Benefit of having children give input. They are reaching for the future and are not bound by our beliefs of what is good/educational. #ilt5320

    2. hat all had played games before, and at least half considered themselve

      here is where we see the limits within the research - I would wonder if there were any low income children because this is the gap we are now seeing and only recently are becoming aware of. #ilt5320

    3. a game-based learning project where children learn 21st century language and literacy practices

      This is a great reference for literacy classes for student teachers ilt5320

    1. space for nonwishful thinking

      Her book reminded me of how powerful imagination is regarding inspiring science to move forward. inte5320

    2. complex, rusty machines built to show us that the world is so much bigger and weirder than we expected.

      Sometimes it can be challenging to help others to learn the complexity and benefits. ilt5320

  6. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. they are able to control

      This reminded me of the research regarding the importance of feeling that you have control in at least one aspect of your life. Games would be helpful for people in high stress to relieve tension.

    2. tried to help

      learning empathy through a game is great

    3. Vignette 6

      I have seen this within my own boys. Each brings a part of their lives into how they view/play the game. Each then sees the differences that the other has.

    4. nhancing Game Experiences

      People use 'cheats' all the time in order to make their lives easier. If it is socially acceptable then is it a cheat?

    5. not pri-marily because the game’s design embodies good learning principles

      Something that may be a struggle for others because we are drilled to believe that only if it is based on learning principles can it be good.

    6. apprenticeship-like form

      Something that all schools would benefit from. Having older student mentor younger ones in a topic they are both interested in.

    7. apprenticeshi

      Beneficial sibling interaction considering that outside of the game they may not interact much

    8. [Rachel 2005-11-1200:04:30.05]

      Interesting and yet positive social interactions

    9. game play is shaped, sometimes in very consequential ways, by people and material resourcespresent in the room but invisible “in-game.

      Interesting thought

    10. “in-game” activity is tangled up with activity “in-room,”

      interesting way to word this but makes perfect sense

    11. a new educational approach

      yet so many teachers/institutions will not recognize its impact

    12. out-door psychology

      This is key to really understanding the workings within the real social/cultural world.

    13. World of Warcraft;

      It will be nice to see new research that does not reference this game.

    14. real life

      The military believes it to be beneficial.

    15. what young people learn playing games that they use, or adapt, in the rest oftheir lives

      A question that will continue as games continue to change.

  7. www.macfound.org www.macfound.org
    1. The most meaningful interventions will start from a commit-ment to the process of deliberation and negotiation across dif-ferences.

      I completely agree

    2. more reflective of how individuals know what they know

      Great quote

    3. “hypersociability” emerges as children trade notes and exchange artifacts

      Collaboration at its best

    4. students lack both knowledge and interest in assessing how information was produced forand within digital environments:

      Specific assignments are one way to assist in this issue

    5. “sussing out” the quali-ty of information,

      This is the challenge for the current teachers who themselves may not be sure who to locate quality resources from the 'junk'

    6. emerging expertise

      This is disheartening. We all want to be recognized for our areas of expertise.

    7. Like-minded individuals gather online

      Thus helping them to find others who will collaborate and stretch their thoughts/ideas

    8. multi-tasking involves a method of monitoring andresponding to the sea of information around us

      Unfortunately sometimes we become dependent on the rush of information and thus are unable to truly focus down on an idea/topic.

    9. Artists build on, are inspired by, appropriateand transform other artists’ work

      The key to a lieving growing society

    10. immersive experience

      The benefit is that they get to explore their values in a safe way.

    11. open-ended speculation

      Great way to encourage critical thinking

    12. equal participants in the world of tomorrow.

      When they feel like they are a participant in a positive way then we all benefit.

    13. pooling knowledge

      Love this - teachers are no longer the keeper of the information

    14. Adolescents need to learn how to integrate knowledge from multiple sources, including music, video, onlinedatabases, and other media

      We need to remember that their brains are in turmoil much like a toddler brain and need guidance.

    15. ew modes of expression that are poorly understood by adults,and as a result they receive little to no guidance or supervision

      This is where we as adults/teachers need to make the effort to educate ourselves.

    16. games expose flaws

      This is an interesting view that I have not considered before.

    17. The Participation Gap

      It is key that we are aware of this as test scores are demonstrating a larger gap. Recent Teacher testing is now only done via computer. Thus if you can not type at 20-30 words per minute then you will automatically fail the writing part even if you are brilliant.

    18. hat adults mayinadequately supervise and interact with children

      This is part is because as a child they experienced this media in a limited fashion. They are breaking new ground

    19. 2000) argues that young people’s lack of interes

      Though we have seen a resurgence in recent years because those running for office now understand the power of the net

    20. extbooks.

      Textbooks are stagnate and are also out of date information by the time they are published.

    21. but all must believe they are free to contribute

      Without the fear of judgement and persecution.

    22. one-half of all American teens

      That is a significant percentage that we need to be aware of.

    23. Multitasking

      Multitasking within limitation is important.

    24. peer-to-peer learning

      This type of learning has been recognized since before the Greeks. We need to continue to expand on and use this in every classroom.

    1. positive social interaction

      Great to see that they are focusing on the positive. Unfortunately our media focuses many times on the negative which leads people to the false perception of 'why try'. These areas give them the perception of 'why not try'.

    2. women

      The glass ceiling and unnecessary biases. We need to value people for their abilities and for the new ideas/concepts they bring to the table.

    3. bell curves

      The bell curve always has driven me nuts. This is another way to create a caste system where people begin to believe that they can not move anywhere from where they are.

    4. someone knows something if they know ―how to go on‖ in a course of action

      Very interesting and thought provoking.

    5. ecause they are ―supposed‖ to know geometry is not effective

      We see this again and again as student 'testing scores' are dropping across the nation. Student need to understand the why and how they are going to apply it in real world situations.

    6. ometimes

      Thus helping to grow our future leaders and teaching that we can lead from behind.

    7. different ways and at many different levels

      This is key as there are people who just want to visit occasionally while others want to have a daily deep rich interactions.

    8. trial and error

      When teachers learn in this way they then understand the benefits. In tern when they being to teach they will use this same modality which will lead to better understanding for their students.

    9. contribute to distributed

      This is what I am planning to do with the space I will be working with this semester. I want to find a place that I can share with my students over many years that will be a dynamic and changing as they are.

    10. transformed continuously

      As we continue to be a more fluid society it is important that our information mirrors that.

    11. whole continuum

      Reminds me of the benefits we see in the public/private school system when teachers allow student from different grades to come together to work on projects. Everyone benefits.

    12. Older and younger people

      Helping younger people take on those leadership skills will impact the future as the older experienced people start to leave the field.

    13. defined around their shared passion

      This is key as it helps people to realize that even though there are striking differences in some areas of our interests this one can join us and through sharing make our understanding deeper.

    14. fourteen features

      Having a bullet pointed list is helpful because it is easy to reference and share with others. The more it is shared the clearer the definition becomes.

    15. nurturing affinity space.

      Great quote to share with others. We need to link of how we can make learning deep instead of just skimming the surface with information that will be soon forgotten.

    16. ost its conceptual clarity

      This unfortunately happens when there is not a guiding force or initial outline of what the term means for the different genres.

    17. value added

      We discuss this often. Is the game that you are proposing adding truly adding 'value' or is it added because you think it is fun or it is popular.

    18. social engagement

      Social engagement is key in early childhood years as children are learning the rules of engagement and how to control their emotions.

    19. question

      And who is asking the question. Are they looking for research information that would drive marketing in conjunction with profits $$$ or peoples enjoyment.

  8. Jan 2016
    1. ew skill set/strategy be practiced until it is routine

      Again key to a successful game that also has application in the real world. persistance and repetition is important.

    2. some things you need to learn that help you to play most games

      yet for the person who is new to computers this can be a challenge just to master what many consider basic skills.

    3. least lose at all early

      Helping people to feel successful in the beginning is important so that they will continue to want to learn and explore

    4. redundancy.

      This is key to any learning experience. Each person/player is expecting knowledge but because of their different previous learning experiences they may not all look in the same place or they may need to see it several times.

    5. Tutorial screens

      It always looks more intimidating than what it is (most times). People just need to dive in and be open to learning and failing.

    6. First, learners are all different and the designers don’t know what each one already knows, nor what their favored style of learning will be. Second, learners don’t necessarily know themselves how much they do or do not already know and what their best style of learning will be in a given situation.

      Great idea to remember for any new learning experience.

    7. area of science

      This would be amazing as there are so many things in science that we can not do because of hazards/society. Yet it a game it would give it a new dimension and interest for the player.

    8. RTS games

      I wonder about these types of games myself. As a person that could get very focused, I would be fearful of forgetting/ignoring other tasks in order to make sure to stay at the top of the game.

    9. attack or engage in diplomac

      Though I have not played this game it sounds like it would be great for a Political course where students are talking about battle strategies of the past. Would be a great way to expand on that concept.

    10. and long

      When games are too short then people loose interest. Comparatively if they take too long people loose interest as well.

    11. we don’t normally speak

      When working on writing for the general public the rule of them that most people follow is that you need to write as if an 8th grader were to read it.

    12. speak specialist varieties

      this creates a challenge and also a benefit. Example: - I can make a couple of quick references to 'Dam it Jim I am not a .....' and I can quickly ascertain if this person is part of a specialist group that I have knowledge in.

    13. you need to turn learning physics into a cultural and not an instructed process

      Great comment that transcends any topic or idea.

    14. group ensures that everyone who needs to learns them

      Yet today we are sorely lacking in this area. Our culture is valuing instant and let someone else do it over learning to complete the task themselves. This is in turn creating a generation of people who lack determination or an interest in learning.

    15. School can’t compete with that

      It is distressing that people think that learning should be boring. . Learning should be exciting and stimulating.

    16. child has to learn a system

      A social system. And also this is a creat activity for number skills and math. Children struggling with worksheets (boring) would thrive during a game. Quickly calculating totals correctly.

    17. Pokémon

      My boys loved this. It was amazed how well they were able to learn to pronounce their names. Also it encouraged reading and word recognition because they wanted to know what the cards said.

    18. poverty and (not) learning to read

      This also pairs hand in hand with the need for preschool. When children start off in Kindergarten behind their peers they tend to stay behind. Part of this is because the children become 'marked' as slow learners and that follows them unfortunately.

    19. to read well enough

      We have one of the most challenging languages considering that we teach our children rules then immediately have to teach them all the words that break those rules. Not to mention the demeaning way that we still instruct children in school - breaking them into groups of which then the children are stigmatized by their peers. Soapbox.

    1. digital network literacy

      I find her work very interesting. Especially where she talks about the literacy and culture that are created.

    2. nteract critically, to solve complex problems

      This is so key. We talk about it all the time in the college system. How students are coming out of HS without the ability to solve complex problems. When teachers learn to pair education with gaming it will benefit everyone.

    3. one deeply “tangled up” with other cultural practices.

      This reminds me of Jane McGonagal's book regarding gaming. How she created a cemetery poker game to bring more interest into the history of an area.

    4. barriers of entry into gaming

      Interestingly this can be a cultural item. My husbands family believed that games were not for them because games taught people to manipulate others for their own benefit.

    5. forms of learning

      We were just talking about this (with Groundhog day coming up - if you do not know what I am talking about you need to watch the movie with Bill Murray). Repetition is key to all learning. Game makers/players know this. The players trust that through repetition.

    6. pathways

      It is interesting that in general people think that gaming will not lead to anything. Yet, just like block building for young children can lead to becoming a contractor, so gaming is that entry level exploration for a child to see if there is more that they want to learn about.

    7. key place in the mindsof those looking to empower educators and learners

      As I reflect on this statement I think about those students who are gamers, respond differently then those who do not enjoy games when we are talking about alternative ways for bring learning to the child's real world daily experiences. .

    8. learning

      it is interesting to see this question and yet encouraging since this is the same question that I ask my student teachers. I want them to understand that those same games that 'drive them nuts' are games that we can use for educational purposes. We just have to re-frame the learn goals.

    1. make tangible, positive contributions

      This is one of those key skills that all people need and need to feel. When people feel their are contributing something important then they strive to do better and are more creative.

    2. These families realize that in order for their child to be successful (and thus make them look good) the child needs to be able to attend a college which cost $$ or has rules about GPA. Yet many times we miss out on brilliant people because of this.

    3. Just like in the real world when you think about laws and policies.

    4. It does more than that. It also shows determination. Something that is sorely lacking in our society.

    5. Students are learning how to store information for a short period of time in order to regurgitate it in order to get a grade that does not reflect depth of knowledge.