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Tuesday, March 22, 2011

Tuesday, February 8, 2011

6 C's

Choice:
In the video game article, the gamer said a good key quality for games is to give choices. An example being choosing a character and playing that role.  If the gamer has more choices, they are more likely to be enticed.  The online article suggests the same idea in the classroom.  The suggestion is to give students choices that interest them when completing their assignments or projects. 
Challenge:
The Video game article mentions challenges in way that leads to participation.  If the gamer is not challenged too much but yet enough to be intrigued, he or she is more apt to play.  The six c's article has the example of adding small goals to an assignment as the student progress to make it more indepth and challenging, but not to hard or troublesome to complete.
Control:
In a classroom, it is suggested to give the students more control.  This could be through learning as in discussion or completing assignments.   The game designer does this by allowing the player to design their own characters and levels.  Control gives a person a sense of involvement.  This can help motivate to completing the task at hand.
Collaboration:
I like the online book when it says that "Vygotsky (1978) theorized that communication and collaborative group work can enhance individuals’ thinking and learning".  This can be done in games as well as teaching.  Team members can work together to fix a problem or get through a level in a game.
Constructing Meaning:
To me, this ties in with challenge.  By setting small goals, the students learn along the way, which I think is what this means.  In games, the player can learn useful tactics to get to the end.
Consequences:
This idea ties in with comparing work with others.  By comparing with others, students can learn different ways and strategies.  In games, this can be tied to the manys ways to complete the level.  I thnk of PacMan. There are a lot of ways to get all the pebbles and each person will take a different approach.  By watching others, people can learn different strategies.

Thursday, February 3, 2011

VIDEO GAMES AND LEARNING

What do good games and highly motivating workplaces have in common?
According to the article and the video, both places get the attention of the people.  A good game designer is able to capture the thought of the consumer while a motivating workplace is a place that people enjoy working at rather than going to a strict environment.  Also good games and highly motivating workplaces push people and keep the goals challenging for the people.  For some reason, most people like that and it makes life more interesting to them. At least for me that is the case.  I want to excel at my job and I try my hardest to do so.


What is the difference between learning in school and learning in good games that intrigued you the most?
Learning in school is where I received the most valuable and reusable information.  Whereas learning in games I didn't really get a lesson.  The games I chose were the ones that you had to complete like X-men and Pokemon.  The lessons I did receive were about perseverance and commitment.  Those are important to learn, but as I said most of the key values I learned were taught to me in school.  These included were communication, group work/collaboration, and arithmetic.


Should learning in school be like learning in good games?
This question is a fence question, it can go both ways.  Yes I do feel the guy in the article we read had a good point.  Good games are able to interest people in a way that school doesn't.  And it is that interest that teachers need to learn in order to maybe help students learn.  Now the classroom should not be like a game, but it does need to be interesting, challenging, and all the same fun.  So yes I guess learning in a school should be more like learning in good games.  But also at the same time learning in school needs to be structured and more involved. Overall if the time taken to create a good video game was put into the teaching field, I feel the teaching community would be greater, and be able to build on what is going on now in the schools.

Thursday, January 27, 2011

BEHAVIORISM

When I was in the elementary school, something my school did was a thing called Bandit Bucks.  What it was if a student did something pleasing to the teachers, they received this Bandit Dollar.  Then during lunch time, the student could exchange it for maybe a candy bar or pencils or just something cool to the kids.  It seemed to work for the most part, but the only thing it didn't work with was punishing.  Bad students didn't receive any bandit bucks, but to them that was no big deal.  I can't remember what the punishment was because I never got punished. 
Some things the students were rewarded for were turning in homework on time, or helping out another student or teacher, or also scoring well on a test.  I like the idea of rewarding students and I think it cam be promising, but as I mentioned above, teachers still need to find a way of discipline.  I feel whatever effort you put in rewarding, it takes twice as much effort to punish.

Tuesday, January 25, 2011

WHY IS METACOGNITION ESSENTIAL FOR GOOD LEARNING

To start of as a reminder, metacognition means knowing about knowing.  After the reading, I have found that metacognition can help boost the short term memory, which is what most people use when studying or memorizing a phone number or something else. 
If a teacher emphasizes the idea of organization, planning, and time management, he or she is incorporating metacognitive strategies.  This can help students to better prepare themselves for the future tasks that are before them.  Without this, however, a student might be more apt to struggle and not have the motivation to get throught daily activities. 
The way I preceived some of the information in the article is the fact that metacognition helps boost the short term memory and can help people remember things for the long term.  It is kind of like the brain is a filing cabinet and metacognition is the key to good organization. 
I also like the articles belief that mnemonic devices are a good metacognitive tool.  I am a big fan of creating little things like Acronyms to help me remember information for a quiz or exam. 
Overall Metacognition is a good idea and it can be used in many ways and many fields to ensure the learning of the material by the students.

LINK TO METACOGNITION VIDEO

On youtube, I found this video that deals with math and metacognition.  The example is students taking a test, but in turn also peer tutoring.  This video shows students being able to ask questions of their peers when time is appropriate. 
I think this is a good example and a good way for students to learn.  This process can allow students the chance to teach what they know to furthermore back up their knowledge. 

VIDEO