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!
This blog focuses on ways that art, technology, and literacy can interact in all educational settings.
Showing posts with label affective. Show all posts
Showing posts with label affective. Show all posts
Sunday, January 13, 2013
Gaming and being Social
Tuesday, October 16, 2012
What Teachers do, the role of teachers in the 21st century.
I recently happened upon this meme on Facebook. The forlorn (yet handsome) man laments that everything he learned in college can be found on wikipedia. I glanced at it smiled and moved on only to double back and think. How is it different from previous generations? While it is true that wikipedia provides an ease of access and somewhat vetted information, it is not inherently different from the world in the last century. We had (and still have) books and journals in libraries some even available (gasp) for purchase. This made reflect on an ongoing question that we are grappling with as we rewrite our book on the Universal Learning Model (first edition here). The question is the role of the teacher in the learning process. We know that we are not the first nor the last to tackle this problem. Our angle though is cognitive, that is why do individuals need a teacher for learning when the learning process itself is a set of brain activities? Why don't we just go to the library and read (or go online)? It is easy to understand the role of the teacher in the primary years. Early on they provide the skills that will allow you to access information effectively. The question is why continue into high-school and beyond?
Some might argue that schools are part of the power structure and seek to replicate themselves. While not without any merit, the universality of education in complex societies proves otherwise.
Here are my efforts to place the role of the teacher:
- Motivator- Teachers motivate their students to learn. We need motivation because learning is effortful. We seem to be much more motivated through human feedback than through any other means. For example Krashen described what he calls the affective filter.
- Model- Since thinking and learning is a temporal task largely absent from reading activities teachers can model the "how to" or procedural knowledge top their students in a way that is easier to follow than that of a text.
- Connector and organizer This is true today more than any other time. We have access to a lot of information but we need models of how and when toi make connections. Even more so to have an organized view of domain it's development boundaries and connections. These are hard to discern without a guiding hand.
-Mediator- Teachers adjust their action to the reader to make sure they are "getting it" and provides incremental steps to make sure a student experiences success.
I remember my first semester of undergraduate studies in History. My brain was on fire, fully engaged for the first time in my life. I read a lot but without classroom interaction, feedback, discussion, and lecture (yes lecture) it would not be as engaging and I would have probably stopped. So I would argue that the one piece of teaching that cannot be effectively emulated by machines or strict curricula is the affective/ motivational aspect of teaching- that is why machine based instruction (google, wikipedia, online video lessons or wolfram alpha) will never work. We need human interaction to motivate us to put this effort forward.
Some might argue that schools are part of the power structure and seek to replicate themselves. While not without any merit, the universality of education in complex societies proves otherwise.
Here are my efforts to place the role of the teacher:
- Motivator- Teachers motivate their students to learn. We need motivation because learning is effortful. We seem to be much more motivated through human feedback than through any other means. For example Krashen described what he calls the affective filter.
- Model- Since thinking and learning is a temporal task largely absent from reading activities teachers can model the "how to" or procedural knowledge top their students in a way that is easier to follow than that of a text.
- Connector and organizer This is true today more than any other time. We have access to a lot of information but we need models of how and when toi make connections. Even more so to have an organized view of domain it's development boundaries and connections. These are hard to discern without a guiding hand.
-Mediator- Teachers adjust their action to the reader to make sure they are "getting it" and provides incremental steps to make sure a student experiences success.
I remember my first semester of undergraduate studies in History. My brain was on fire, fully engaged for the first time in my life. I read a lot but without classroom interaction, feedback, discussion, and lecture (yes lecture) it would not be as engaging and I would have probably stopped. So I would argue that the one piece of teaching that cannot be effectively emulated by machines or strict curricula is the affective/ motivational aspect of teaching- that is why machine based instruction (google, wikipedia, online video lessons or wolfram alpha) will never work. We need human interaction to motivate us to put this effort forward.
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