I have two new devices in my life. The first is my iWatch bought last weekend in LA and the second is my Ford C-Max hybrid. I love both devices (and yes my car is a devices). They both speak to my other devices and operate as part of my digital life.
Both have dashboard that are aimed at improving my behavior. the iWatch has an activity monitor that uses a very simple design to see if I am reaching my daily movement goals (exercise, standing, and walking). It is easily accessible through one tap on the face of the watch.
My hybrid has a dashboard that informs me how green is my my driving. It provides feedback on energy storing, breaking behavior and overall effective energy consumption. This has changed my behavior, at least in the short run. I am driving more cautiously and I am keenly aware of accelartaion and sudden stops.
I always knew that movement is good for me or that driving in a more even way would reduce fuel consumption. At the same time there quite a gap between knowing and acting on the knowledge. This is where the dashboards come to our rescue. Dashboards tell us how we do and give us formative feedback so we evaluate our performance in situ and even take corrective action. What I am less sure of is how long this effect will last. But if the dashboards create a lasting effect then it is worth thinking about the potential leverage in critical points in education.
I do not think that we can dashboard our whole life- it is simply too much to take in on a regular basis. But if we can identify critical practices that would be supported by a dashboard then we should at least attempt to that.
My idea is to start with device use for students. I can easily imagine an app that shows device use across 3-4 categories: Reading, Games, Social Media, Learning. A dashboard like that can easily show students how much of the time they are using different modes. This is especially important as we consider what might be a productive learning use of devices provided by schools.
This blog focuses on ways that art, technology, and literacy can interact in all educational settings.
Showing posts with label 21. Show all posts
Showing posts with label 21. Show all posts
Sunday, September 10, 2017
Sunday, October 5, 2014
A Note from the Minecraft Underground- Expertise, Mining and Music
by Andrew Beeston |
In conversations with my students afterwards I got the gist. For example M said "students talk about Minecraft all the time I have to at least find out what it is. They take turns reading the few Minecraft books we have".
Ann Brown called young students universal novices, at the same time we all strive for competency usually stemming from our areas of expertise be it football, brain science, or Harry Potter trivia. Minecraft provides a niche of expertise. Compared to most adults even fairly beginning Minecrafters have expertise. Minecraft has a rich vocabulary that includes complex words like bedrock, obsidian, and creepers to name a few. Jargon flies whenever students get together. And practice, practice, practice, hours of effort go into it.
This is very similar to what happens to students as they learn to play an instrument. They practice, get better, and with others get a sense of growing expertise. At the same time they watch others play with new eyes and new understanding. Slowly they learn new vocabulary and can communicate in ways that others not privee to this domain will not understand. Finally they get the experience of "being in the orchestra" a sense of collborating and sharing with your peers sensing a whole greater than the sum.
The worlds with their unique construction and opportunities allow students to become experts and learn not just about skill and citizenship but also about what it feels like being an expert.
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Monday, January 20, 2014
Room to Play
I wanted to write about so many things this week. It was so hard to decide that it stopped me from actually sitting down and committing to a topic. As I reflected on everything it became clear that the theme linking everything is finding room to play.
If we want to try new practices in education, be it mobile technology, problem-based learning, or a focus on nature, we must above all provide room to play. I know play is a word that many do not want to associate with schools but yes play. The school, teachers, and students all need an environment where it is OK to take the time, take a few wrong turns and wonder.
Here is an example: We are currently working with an elementary school in Chengdu in Sichuan Province China. We are working with teachers, parents and administration to individualize instruction through mobile devices (Tablets- mostly iPads). This group of first graders have created their first ever videos explaining their understanding of math problems. How did we create this room to play? We brought together parents, teachers and administration to commit to this vision. So much so that in a country as obsessed with national tests as China we got a waiver on student assessments to give teachers and students time to develop and answer the challenge. Here in the US it seems at times that we want to have our cake and eat it too. Everybody is fine with 21st century skills as long as everything else will happen as well. Imagine a teacher's desk with unit, district, semester and state assessment and hundreds of standards per year. Now imagine trying to make room for something as fluid and time consuming as technology integration (real, deep, instruction altering) or problem based learning. If you put that on the desk something is bound to fall...
The same thing is happening in my class as I try to implement democratic practices. The order and pacing have to shift to make room for new ways of teaching and learning as I create new lessons and rethink the way I deliver instruction so the practices become more than just a facade. Luckily in higher education we do have some room to maneuver, although, that may be changing as well.
The same holds for arts integration or more to the point learning in and through the arts. For such learning to be successful we must make room to be creative, to try, to fail, to try again. If we want our students to learn persistence we must give them room to fall, dust themselves off and get up again in authentic ways.
If we want to try new practices in education, be it mobile technology, problem-based learning, or a focus on nature, we must above all provide room to play. I know play is a word that many do not want to associate with schools but yes play. The school, teachers, and students all need an environment where it is OK to take the time, take a few wrong turns and wonder.
Here is an example: We are currently working with an elementary school in Chengdu in Sichuan Province China. We are working with teachers, parents and administration to individualize instruction through mobile devices (Tablets- mostly iPads). This group of first graders have created their first ever videos explaining their understanding of math problems. How did we create this room to play? We brought together parents, teachers and administration to commit to this vision. So much so that in a country as obsessed with national tests as China we got a waiver on student assessments to give teachers and students time to develop and answer the challenge. Here in the US it seems at times that we want to have our cake and eat it too. Everybody is fine with 21st century skills as long as everything else will happen as well. Imagine a teacher's desk with unit, district, semester and state assessment and hundreds of standards per year. Now imagine trying to make room for something as fluid and time consuming as technology integration (real, deep, instruction altering) or problem based learning. If you put that on the desk something is bound to fall...
The same thing is happening in my class as I try to implement democratic practices. The order and pacing have to shift to make room for new ways of teaching and learning as I create new lessons and rethink the way I deliver instruction so the practices become more than just a facade. Luckily in higher education we do have some room to maneuver, although, that may be changing as well.
The same holds for arts integration or more to the point learning in and through the arts. For such learning to be successful we must make room to be creative, to try, to fail, to try again. If we want our students to learn persistence we must give them room to fall, dust themselves off and get up again in authentic ways.
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Monday, November 18, 2013
Five Wrong Paths Down Technology Integration Road
I believe we stand at the dawn of a great change in education. Technology is forcing schools to change as it does society at large. The direction of change, however, is not always clear and looking around I see plenty of examples for paths we should not be taking.
1. Buy Devices- This is an if you build it they will come argument. True new devices will push some teachers to try them out. But, it usually starts and ends with a massive investment in equipment followed by very little professional development and opportunities to experiment. Devices are great but they are just tools, teachers and students need to be shown how to use them well.
2. Teacher Devices Only- For financial and other reasons some schools see teacher devices and professional development as the end game. They champion a laptop/iPad/smartboard in for every teacher or in every classroom. These are inherently teaching devices and will increase student achievement marginally if at all- the real gains and 21st century learning will be achieved only if we put instruments in students hands.
3. Lets wait until they master basic skills- This is an old argument that has been used in many ways to stand in the way of making sure that all students learn high level thinking. In technology integration it usually means that students who have lower achievement are robbed of opportunities to explore other modalities and ideas. In this we may be limiting the futures of our most needy students. Just last week I heard a teacher say that her third graders were going to do research without computers because they have not learned how yet! It is our job to teach them and administrators jobs to make sure there is space for that.
4. The disabled device- Most teachers I meet have device/s from their district that they cannot update, download to or in one case even change the background on. In that way iPads go for a year before they are updated (making some apps useless) and prevent teacher from downloading great (mostly free) apps. In some ways it is a curious argument. We trust teachers with the lives and well being of 20 seven-year olds but do not believe they are responsible enough to use their computer/iPad wisely. The same goes for student use. While I do not advocate allowing students full access to every device, if you do provide individual devices you must open it up, as recent examples from LAUSD show.
5. The canned curriculum- At the heart of 21st century learning is user choice motivation and creativity. In some districts, however, technology is leveraging curriculum company software to deliver a "one size fits all" curriculum. Paradoxically what started as an opportunity for teacher leadership and professional decision making is turning into a regimen of assessments, activities and monitoring that limits teacher decision making. If the curriculum companies with districts created a dashboard driven structure in which teachers can create their own sequence to a core curricular path, that would be great, but that is not what is going on on the ground. This is perhaps the most dangerous road to take as it may very well help de-professionalize the teaching profession further.
At the heart of my argument is that technology is opening new paths to leaning, adding a diversity of possible paths. Let's not use it to close down options. And if we choose to go down the road (I do not think we have a real option about that) we need to make sure that it is used by students and supported by top notch PD that helps teachers experiment and learn not follow a predetermined path.
1. Buy Devices- This is an if you build it they will come argument. True new devices will push some teachers to try them out. But, it usually starts and ends with a massive investment in equipment followed by very little professional development and opportunities to experiment. Devices are great but they are just tools, teachers and students need to be shown how to use them well.
2. Teacher Devices Only- For financial and other reasons some schools see teacher devices and professional development as the end game. They champion a laptop/iPad/smartboard in for every teacher or in every classroom. These are inherently teaching devices and will increase student achievement marginally if at all- the real gains and 21st century learning will be achieved only if we put instruments in students hands.
3. Lets wait until they master basic skills- This is an old argument that has been used in many ways to stand in the way of making sure that all students learn high level thinking. In technology integration it usually means that students who have lower achievement are robbed of opportunities to explore other modalities and ideas. In this we may be limiting the futures of our most needy students. Just last week I heard a teacher say that her third graders were going to do research without computers because they have not learned how yet! It is our job to teach them and administrators jobs to make sure there is space for that.
4. The disabled device- Most teachers I meet have device/s from their district that they cannot update, download to or in one case even change the background on. In that way iPads go for a year before they are updated (making some apps useless) and prevent teacher from downloading great (mostly free) apps. In some ways it is a curious argument. We trust teachers with the lives and well being of 20 seven-year olds but do not believe they are responsible enough to use their computer/iPad wisely. The same goes for student use. While I do not advocate allowing students full access to every device, if you do provide individual devices you must open it up, as recent examples from LAUSD show.
5. The canned curriculum- At the heart of 21st century learning is user choice motivation and creativity. In some districts, however, technology is leveraging curriculum company software to deliver a "one size fits all" curriculum. Paradoxically what started as an opportunity for teacher leadership and professional decision making is turning into a regimen of assessments, activities and monitoring that limits teacher decision making. If the curriculum companies with districts created a dashboard driven structure in which teachers can create their own sequence to a core curricular path, that would be great, but that is not what is going on on the ground. This is perhaps the most dangerous road to take as it may very well help de-professionalize the teaching profession further.
At the heart of my argument is that technology is opening new paths to leaning, adding a diversity of possible paths. Let's not use it to close down options. And if we choose to go down the road (I do not think we have a real option about that) we need to make sure that it is used by students and supported by top notch PD that helps teachers experiment and learn not follow a predetermined path.
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Saturday, October 5, 2013
Benefits of Gaming
This week I have been thinking of the befits of gaming. It started as Jason initiated a conversation about MinecraftEDU. This was combined with an interest from Ji one of my graduate students. Minecraft is a veteran game that still engages millions around the world. The EDU version allows educators to create a self contained and "safe" environment for students to explore.
As it happened I also presented at NETA fall conference this Thursday and happened to see the tail end of Jason Schmidt's presentation on MinecraftEDU. We had lukewarm coffee right after my presentation and chatted about opportunities to not just do but also research. I am excited.
As Ji and I brainstormed the benefits of using Minecraft we came up with four areas that we think would matter greatly to our students growing up in the 21st century.
1. Collaboration- to be successful students must learn to work together toward common goals, coordinate and learn to create a code of conduct. We also expect distributed practice and cognition. These are key skills and Jason suggested that he has already seen it at work.
2. Problem solving- since mine craft is a Lego like world with it's own rules any task requires some creative problem solving to reach goals (both ones you set for yourself and one set from the outside).
3. Engagement- we expect that incorporating Minecraft will improve attitudes toward school and engagement in school activities.
4. Creativity- The open ended nature of the world and the tasks can naturally lead to creative thinking and solutions.
5. Language- we expect that students will develop a community of practice that will distinguish itself using specific jargon and develop efficient ways to communicate.
6. Democracy and control- Minecraft rests most of the control in the hands of students teaching them about decision making and creating opportunities for learning social skills and tolerance.
Our biggest challenge:
How do we measure impact?
We are currently collecting literature on these issues BUT we are thinking of designing individual and group tasks using Lego and
Keva Planks. More to come...
Comments and ideas welcome!
As it happened I also presented at NETA fall conference this Thursday and happened to see the tail end of Jason Schmidt's presentation on MinecraftEDU. We had lukewarm coffee right after my presentation and chatted about opportunities to not just do but also research. I am excited.
As Ji and I brainstormed the benefits of using Minecraft we came up with four areas that we think would matter greatly to our students growing up in the 21st century.
1. Collaboration- to be successful students must learn to work together toward common goals, coordinate and learn to create a code of conduct. We also expect distributed practice and cognition. These are key skills and Jason suggested that he has already seen it at work.
2. Problem solving- since mine craft is a Lego like world with it's own rules any task requires some creative problem solving to reach goals (both ones you set for yourself and one set from the outside).
3. Engagement- we expect that incorporating Minecraft will improve attitudes toward school and engagement in school activities.
4. Creativity- The open ended nature of the world and the tasks can naturally lead to creative thinking and solutions.
5. Language- we expect that students will develop a community of practice that will distinguish itself using specific jargon and develop efficient ways to communicate.
By Megx see here |
Our biggest challenge:
How do we measure impact?
We are currently collecting literature on these issues BUT we are thinking of designing individual and group tasks using Lego and
Keva Planks. More to come...
Comments and ideas welcome!
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Sunday, September 29, 2013
Six Lessons about Textbook Digital Alternatives- from Students Perspective
I've been working without a textbook this semester and discovered that my students do not read/ consume the media I included. My students are preservice teachers and I teach them teaching methods for reading and writing- a key area.
I decided to take Tricia's idea (more about that in a future post) and open the topic for discussion with my students. We set up a circle around the room and established rules for discussion: open, respectful to all, no grade repercussions, everyone has to contribute. I actually found it hard to phrase my concern about media consumption and what I wanted out of the discussion so I used a sort of a think aloud
sharing my goals and hopes for the no books approach but also reminding them that this innovation and it simply might not be optimal practice.
My students reaction was interesting. They made a few points:
1. They really prefer the digital resources. They all said that the variety of resources and the practical application examples are extremely helpful. I include high quality websites (e.g. ReadWriteThink.org, reading rockets) and articles from practitioner journals (e.g. The Reading Teacher).
2. They like classroom example videos the most. This was one of the main reasons I wanted digital resources the peeks at models different than their cooperating teachers can open up new ideas and break the first axiom of pre service teachers that states: When there is a dissonance between method classes and student field experiences the impact of method instructors is positively correlated with pre-service teacher achievement. Classroom videos help bring more evidence to the alternatives I am trying to bring to their attention.
3. They would like more chances to discuss and organize the information in class. The set of materials do not connect like a well organized textbook. Frankly they are not used to making these connections especially when different sources use somewhat different vocabulary. I believe that it is an important skill to learn as a professional but it requires some practice.
4. Sometimes they just "forget", or prioritize differently but that is true of traditional materials as well. We always knew they weren't always reading but with digital resources I have evidence. I do not want to turn the evidence into grading though- mostly because it can be easily "gamed" by opening files without actually engaging students.
5. Some often print out shorter pieces so they can comment. Students have obviously not used digital commenting options for consuming different media. This is something that they need to learn (and we must teach) since they will most likely have to teach this skill to their own students!
6. Some find long written pieces (in PDF) hard to follow digitally. (goes back to point 5).
So...
Together we came to some ways we can improve learning using these resources.
I go over the assigned media in the class session before it is due. I briefly explain emphases and what I expect them to gain and provide some key vocabulary. This has been hard to remember but since then I have done it in 2 out of 3 meetings.
We established a discussion board for questions about the reading to be posted before beginning of class. Students can either post their own questions or vote to support others questions. I have used this method extensively in my summer classes that I flipped to create "just in time" teaching. I spend 10-15 minutes at the front end of class responding to questions that emerged from media consumption (for example- "the video showed how to do think alouds with fifth graders, how can you do it in first grade?"). The questions that I do not have time to respond to in class will be answered online through direct responses to posts (potentially too labor intensive) or a short video summarizing ideas.
I will also try to avoid very long pieces (text or video) and establish a way for my students to evaluate the content and their satisfaction with it (still working on that one). The last piece is helping students find ways to comment on digital resources electronically maybe through a student user group...
Still work to be done.
I decided to take Tricia's idea (more about that in a future post) and open the topic for discussion with my students. We set up a circle around the room and established rules for discussion: open, respectful to all, no grade repercussions, everyone has to contribute. I actually found it hard to phrase my concern about media consumption and what I wanted out of the discussion so I used a sort of a think aloud
sharing my goals and hopes for the no books approach but also reminding them that this innovation and it simply might not be optimal practice.
My students reaction was interesting. They made a few points:
1. They really prefer the digital resources. They all said that the variety of resources and the practical application examples are extremely helpful. I include high quality websites (e.g. ReadWriteThink.org, reading rockets) and articles from practitioner journals (e.g. The Reading Teacher).
2. They like classroom example videos the most. This was one of the main reasons I wanted digital resources the peeks at models different than their cooperating teachers can open up new ideas and break the first axiom of pre service teachers that states: When there is a dissonance between method classes and student field experiences the impact of method instructors is positively correlated with pre-service teacher achievement. Classroom videos help bring more evidence to the alternatives I am trying to bring to their attention.
3. They would like more chances to discuss and organize the information in class. The set of materials do not connect like a well organized textbook. Frankly they are not used to making these connections especially when different sources use somewhat different vocabulary. I believe that it is an important skill to learn as a professional but it requires some practice.
4. Sometimes they just "forget", or prioritize differently but that is true of traditional materials as well. We always knew they weren't always reading but with digital resources I have evidence. I do not want to turn the evidence into grading though- mostly because it can be easily "gamed" by opening files without actually engaging students.
5. Some often print out shorter pieces so they can comment. Students have obviously not used digital commenting options for consuming different media. This is something that they need to learn (and we must teach) since they will most likely have to teach this skill to their own students!
6. Some find long written pieces (in PDF) hard to follow digitally. (goes back to point 5).
So...
Together we came to some ways we can improve learning using these resources.
I go over the assigned media in the class session before it is due. I briefly explain emphases and what I expect them to gain and provide some key vocabulary. This has been hard to remember but since then I have done it in 2 out of 3 meetings.
We established a discussion board for questions about the reading to be posted before beginning of class. Students can either post their own questions or vote to support others questions. I have used this method extensively in my summer classes that I flipped to create "just in time" teaching. I spend 10-15 minutes at the front end of class responding to questions that emerged from media consumption (for example- "the video showed how to do think alouds with fifth graders, how can you do it in first grade?"). The questions that I do not have time to respond to in class will be answered online through direct responses to posts (potentially too labor intensive) or a short video summarizing ideas.
I will also try to avoid very long pieces (text or video) and establish a way for my students to evaluate the content and their satisfaction with it (still working on that one). The last piece is helping students find ways to comment on digital resources electronically maybe through a student user group...
Still work to be done.
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Monday, September 16, 2013
Textbooks Alternatives and Despair
As such I also imagined my role in the classroom changing from the authority on content to being the person who connects all the pieces to a meaningful schema.
A month in I have some neat mixed media in folders on LMS, I am happy enough with the resources. This is where despair kicks in. I spent a lot of time planning resources and approaches- putting items I think are really exceptional BUT when I try to get discussion going in my class I am met with blank stares. A quick check of student activity online shows that they are not consistently accessing the materials. Heck even materials students create for themselves and others as part of the learning are not really accessed...
This is where despair creeps in. The empty stares and quiz results tell me they are not consuming the media, that they do not know core ideas beyond what was discussed in class.
When I try and analyze why I have a few ideas. The first is that this is a new practice and students have been conditioned to consider online resources as somehow "lesser" or supplementary. Without a textbook class becomes the main event and without students being well versed it serves more like a lecture since they have no clue what I am talking about.
The second is that this is actually like textbooks that students often skip reading. While less dramatic this option is exactly one of the things I am trying to fight against.
The last options is that the materials lack a coherent structure and thus students are lost as they try to engage and they give up.
As I try these new ideas I am modeling to my students how one grapples with innovation and less than stellar outcomes so despair is not really a constructive option. Instead I will start an open discussion in class addressing my students as learners and teachers and hear what they think and suggest. I usually have an open conversation at the end of class when we know each other well, and I get some pretty honest feedback I use to redirect my class. This time it may worth trying to do so earlier, although I am facing the danger of collective negativity, that is the ability of one or two negative (but strong) personalities to influence events.
So, this thursday I will set chairs in a circle and be honest with my students hoping that they can learn from my mistakes... Deep breath.
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Saturday, January 19, 2013
Should We Use Digital Technology in Elementary Education?
Last week I happened to be talking about technology to a teacher when someone (not a k12 educator) intervened and said in complete confidence: "I do not know of any benefit of using technology in the classroom."
I will admit that at times I have my doubts about technology integration. There are technologies I find useless for most users (e.g. smartboards) and others I find incredibly powerful (iPads). What struck me, however, was the complete confidence- of someone who is not a classroom teacher.
I am pretty sure that when the piano was introduced, someone stood up and said that he does not see any benefit of using this new technology over older instruments. Probably stating that such technology brings disorganization and laziness to peoples way of thinking about music...
So here are my top eight reasons to integrate technology in the classroom:
1. This is what students will encounter in the world. Students who will not be exposed to technology in school will be at a great disadvantage especially if they grow up in families that cannot fill up this void- i.e. students at-risk.
2. Differetiation: The ability to tailor instruction to student needs.
3. To teach students to find and sort through information for quality and validity- as we shifted into the knowledge economy finding information is no longer the challenge. Instead it is the ability to filter relevant information.
4. Become careful consumers of media, services, and products.
5. Become global citizens communicating with people from different locations and cultures
6. Be able to answer questions about facts and basic knowledge quickly so we can move to problem solving and real world applications.
7. The ability to represent the world and learning through multiple media products.
8. Teaching students about digital social spaces.
The way I see it, technology is here part of our daily lives. Our role in universities is to explore its impact and design evidence based ways of using it in positive ways.
I will admit that at times I have my doubts about technology integration. There are technologies I find useless for most users (e.g. smartboards) and others I find incredibly powerful (iPads). What struck me, however, was the complete confidence- of someone who is not a classroom teacher.
I am pretty sure that when the piano was introduced, someone stood up and said that he does not see any benefit of using this new technology over older instruments. Probably stating that such technology brings disorganization and laziness to peoples way of thinking about music...
So here are my top eight reasons to integrate technology in the classroom:
1. This is what students will encounter in the world. Students who will not be exposed to technology in school will be at a great disadvantage especially if they grow up in families that cannot fill up this void- i.e. students at-risk.
2. Differetiation: The ability to tailor instruction to student needs.
3. To teach students to find and sort through information for quality and validity- as we shifted into the knowledge economy finding information is no longer the challenge. Instead it is the ability to filter relevant information.
4. Become careful consumers of media, services, and products.
5. Become global citizens communicating with people from different locations and cultures
6. Be able to answer questions about facts and basic knowledge quickly so we can move to problem solving and real world applications.
7. The ability to represent the world and learning through multiple media products.
8. Teaching students about digital social spaces.
The way I see it, technology is here part of our daily lives. Our role in universities is to explore its impact and design evidence based ways of using it in positive ways.
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Sunday, January 13, 2013
Gaming and being Social
A lot has been made about the role of gaming in creating lonely and isolated teens and possibly even adults. I think that it is a complex problem and that gaming can have multiple impacts on any individual- I would actually like to suggest that we stop treating the problem as a pro-con problem and instead admit that any impacts of gaming are complex (cognitive, social, emotional) and depend on both the gamer and the game.
I am a casual gamer, I usually like games that can be played with short bursts with minimal set-up times that can be learned quickly. I simply do not have the time or attention span for more. A few months ago I decided to try a social game on Facebook. I have played social word games before but not games that involved long term engagement. As I like strategy games I tried a strategy game that required me to manage resources and raise an army that can battle computer simulated foes as well as other players. When I started playing I immediately turned off the chat feature. I was not interested in the interaction just in the gaming experience. As the game is geared toward short bursts of activity I slowly built my forces over a few weeks until I decided that I was ready to challenge other players. I attacked a few small outposts. The next time I logged in I found that my forces have been attacked by multiple players and repeatedly laid to waste. This seemed to be more than just an attack. I turned the chat on and asked. The response came immediately: "This is not how we behave in this sector". At this point it dawned on me that by not understanding the social aspect of the game I was missing a window into how gamers are creating social norms and mores within games.
I do not know how this links with life outside gaming if at all. What is certain is that it does not necessarily true that gamers would be less capable socially- the need to communicate with peers whom you cannot see and develop norms and values may have great value in a digitally connected global society. There may be a great potential in developing such games to teach ideas in history and civics.
There might be some strength in helping students see the connection between their online social experiences including gaming and their behavior in the real world.
Happy New Year!
I am a casual gamer, I usually like games that can be played with short bursts with minimal set-up times that can be learned quickly. I simply do not have the time or attention span for more. A few months ago I decided to try a social game on Facebook. I have played social word games before but not games that involved long term engagement. As I like strategy games I tried a strategy game that required me to manage resources and raise an army that can battle computer simulated foes as well as other players. When I started playing I immediately turned off the chat feature. I was not interested in the interaction just in the gaming experience. As the game is geared toward short bursts of activity I slowly built my forces over a few weeks until I decided that I was ready to challenge other players. I attacked a few small outposts. The next time I logged in I found that my forces have been attacked by multiple players and repeatedly laid to waste. This seemed to be more than just an attack. I turned the chat on and asked. The response came immediately: "This is not how we behave in this sector". At this point it dawned on me that by not understanding the social aspect of the game I was missing a window into how gamers are creating social norms and mores within games.
I do not know how this links with life outside gaming if at all. What is certain is that it does not necessarily true that gamers would be less capable socially- the need to communicate with peers whom you cannot see and develop norms and values may have great value in a digitally connected global society. There may be a great potential in developing such games to teach ideas in history and civics.
There might be some strength in helping students see the connection between their online social experiences including gaming and their behavior in the real world.
Happy New Year!
Sunday, December 2, 2012
On Being Puzzled
The series of small joys at each step solved reminded me very much of Johnson's "Everything Bad is Good for You". The way video games can reward our brains in small bursts is almost unparalleled. To me this is what a learning game should be like. I try to avoid the term educational as it invokes unpleasant memories of unimaginative drill games. Well it is a learning game...
It teaches to think creatively, look closely, experiment and persist. These are skills that transfer well to any open ended problem that artists and scientists attend to. My play with my boys added another dimension, namely learning to work as a team: we take turns, practice patience, share victories and most importantly never play without the others.
We have since moved to new puzzle games not all of them as visually pleasing but the effects are still the same. They now insist on daily common gameplay and I happily concur. We are creating habits of mind and family bonding. I can only wish that we will find ways to combine this superb game play with content that reaches educational standards.
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Saturday, August 18, 2012
Video Game like Thinking
Years ago I remember Sarah and I observed our boys playing when suddenly one of them called 'pause' then proceeded a discussion about the nature of pressing the 'X button'. This was not a video game but rather a game they were playing outside borrowing the rules of video games they were playing at the time.
Fast forward a decade or so. Two weeks ago we were in Breckenridge for a family vacation. We sat for lunch in a small pizza/italian place. It's one of these places with paper and crayons so everyone was busy creating in one form or another. Oren who is 8 was busy creating mazes. Now Oren has been a maze fanatic since he was 5 or so. Usually he creates very elaborate designs that can be challenging. He often uses what appears to be mishaps in drawing (e.g. what appears to be accidentally incomplete lines are actually openings) to make the mazes harder.
This time he hands me a this puzzle with a smug look on his face.
It is common to hear "grown ups" criticize video games and the way they seem to engross kids. Here in a different way you can both see what video game thinking is and its impact on learning and thinking.
Oren created a basic level that demonstrated some of the basic rules. Then he proceeded to the real challenge. He also assumed a level of interactivity that is a part of all such games. The static paper and pencil game rules are too simple interactive/ experimental rules are so much more interesting and challenging- mostly because you have to experiment before you know the solution for sure.
I could go on for a while analyzing what appears to be his thought process but I would like to suggest that this video game thinking is analogous in many ways to learning in new domains, especially science and the arts. Instead of repeating known solution to familiar questions, what scientists and artists seek are new ways to respond to problems. They have to interact with ideas, materials and symbols to solve the problems. Video games fostered the right way opens our children to a new creative and thoughtful world of discovery and creation.
Fast forward a decade or so. Two weeks ago we were in Breckenridge for a family vacation. We sat for lunch in a small pizza/italian place. It's one of these places with paper and crayons so everyone was busy creating in one form or another. Oren who is 8 was busy creating mazes. Now Oren has been a maze fanatic since he was 5 or so. Usually he creates very elaborate designs that can be challenging. He often uses what appears to be mishaps in drawing (e.g. what appears to be accidentally incomplete lines are actually openings) to make the mazes harder.
This time he hands me a this puzzle with a smug look on his face.
Patiently he explains: S is for start F is for finish. I stare at him blankly, he smiles and encourages: "Just do it Abba". I draw a straight line from S to F and he responds smiling: "yes that's it". Then he proceeds to draw this one:
My first instinct is to see if any of the corners just appear to be connected or have tiny gates in them. No the boxes are all closed. "Can I go around?" I ask suspecting a trick. "No" he answers smiling. I know something is going on but I honestly cannot figure out where he is going with this. "I give up" I finally say. Oren then explains patiently. The thicker lines are doors and when you step on the lower case 'f'
they open. "How am I supposed to know that?" I ask incredulously. He looks at me not sure what I mean: "you try it out. You move until you step on the 'f' and see what happens."It is common to hear "grown ups" criticize video games and the way they seem to engross kids. Here in a different way you can both see what video game thinking is and its impact on learning and thinking.
Oren created a basic level that demonstrated some of the basic rules. Then he proceeded to the real challenge. He also assumed a level of interactivity that is a part of all such games. The static paper and pencil game rules are too simple interactive/ experimental rules are so much more interesting and challenging- mostly because you have to experiment before you know the solution for sure.
I could go on for a while analyzing what appears to be his thought process but I would like to suggest that this video game thinking is analogous in many ways to learning in new domains, especially science and the arts. Instead of repeating known solution to familiar questions, what scientists and artists seek are new ways to respond to problems. They have to interact with ideas, materials and symbols to solve the problems. Video games fostered the right way opens our children to a new creative and thoughtful world of discovery and creation.
Sunday, July 29, 2012
Talking About His (My) Generation
My oldest Erez is now 18, for a few years now he has been drawing on the generational divide between us as he makes his point about pop culture discussions. While I have a very different way of looking at the world I truly appreciate his point of view. It matters because this is how our students learn and if we do not adapt we will stop being relevant.
More than anything else I learned from Erez how to flow with change. He is an early adopter of new ways of doing and social media. At the same time he is an early deserter of new technologies as they wear thin.
This is how I observe the cycle. First he finds a new technology, a few years back it was StumbleUpon. For a few months Erez was on StumbleUpon everyday for a few others. In fact he stumbled so much that the service told him they were out of new webpages to share with him. For a while he continued visiting occasionally but now he rarely uses it anymore if at all.
So, contrary to commonly held beliefs, his generation does problems with attention. Instead they just use attention differently. It seems that he has learned to concentrate on one problem very intensely for short period of time and develop expertise that is very local. Once, however, that the technology has been mastered and maximized attention shifts quickly to something else. Considering the current and projected rates of change in technology it seems to be a very effective strategy- that holds no emotional or cognitive ties to a specific technology. Instead concentrates on maximizing short term benefits (even if they are social) and then moving to the next technology.
Frankly I am reminded of a book from a time when I still read books, I Robot by Isaac Asimov. In this book robots are powered by a brain that has become so complex that all the scientists are unsure of how its basics work, rather they just add on to it. I believe this is where my future is headed, the mods I have on FNV will have mods, and those mods will have more mods and so on and so forth until the original game no longer resembles what I play now. However, no one will complain because no one remembers the original, not because it's taken a long time, but rather because no one was attached to it like my father says above, "no emotion or cognitive ties to a specific technology." In truth I am unsure if this is a good thing that will continue until we have super robots, or a bad thing that will see us hit a capacity of understanding and watch the latest generation struggle to stay focused on one technology for a long time. Anyways, all we can do is wait and see.
Last word from Guy:
I find it interesting that Erez's goto metaphor is from gaming. I was thinking about it as I wrote my piece but was wondering if I was stretching the concept too far. Apparently it was not far enough.
Thank you to Erez for being a co-Blogger
More than anything else I learned from Erez how to flow with change. He is an early adopter of new ways of doing and social media. At the same time he is an early deserter of new technologies as they wear thin.
This is how I observe the cycle. First he finds a new technology, a few years back it was StumbleUpon. For a few months Erez was on StumbleUpon everyday for a few others. In fact he stumbled so much that the service told him they were out of new webpages to share with him. For a while he continued visiting occasionally but now he rarely uses it anymore if at all.
So, contrary to commonly held beliefs, his generation does problems with attention. Instead they just use attention differently. It seems that he has learned to concentrate on one problem very intensely for short period of time and develop expertise that is very local. Once, however, that the technology has been mastered and maximized attention shifts quickly to something else. Considering the current and projected rates of change in technology it seems to be a very effective strategy- that holds no emotional or cognitive ties to a specific technology. Instead concentrates on maximizing short term benefits (even if they are social) and then moving to the next technology.
Erez adds:
I find it exciting to discover new ways to manipulate technologies that I am given. As before mentioned I master different technologies and move on. Though sometimes rather than move to a different technology I just modify the one I am given. For example after playing Fallout New Vegas non-stop until I finished, rather than immediately move on I stayed with FNV and installed mods which modify the game whether it be graphics or actual gameplay. This allowed me to be comfortable in the fact that I had basic knowledge of the technology, but now I have a new technology to master.Frankly I am reminded of a book from a time when I still read books, I Robot by Isaac Asimov. In this book robots are powered by a brain that has become so complex that all the scientists are unsure of how its basics work, rather they just add on to it. I believe this is where my future is headed, the mods I have on FNV will have mods, and those mods will have more mods and so on and so forth until the original game no longer resembles what I play now. However, no one will complain because no one remembers the original, not because it's taken a long time, but rather because no one was attached to it like my father says above, "no emotion or cognitive ties to a specific technology." In truth I am unsure if this is a good thing that will continue until we have super robots, or a bad thing that will see us hit a capacity of understanding and watch the latest generation struggle to stay focused on one technology for a long time. Anyways, all we can do is wait and see.
Last word from Guy:
I find it interesting that Erez's goto metaphor is from gaming. I was thinking about it as I wrote my piece but was wondering if I was stretching the concept too far. Apparently it was not far enough.
Thank you to Erez for being a co-Blogger
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