Thursday, February 12, 2015

Digital Blog Post #E - Chapter 7




















Exploring Problem Solving with Software, Apps and Games

Video games and homework seem like topics that don't belong together but with the use of technology teachers can make this a reality. It is a very interesting take on how students can learn because games are notoriously known for wasting time but they require users to deeply engage in what they are doing which is exactly what teachers want from students. This chapter shows that it can be done and even provides examples of how its done.

Interesting topics in this chapter:


  1. Debates about Games and Gaming
  2. Digital Games for Learning - Serious Games
  3. Selection and Evaluation of Software and App
1).  Being a new teacher in the twenty first century that is very pro technology in schools may come across educators that don't feel the same way. Not all educators see the benefits in having children use technology as a tool to help them read and write especially not through video games. There is no problem with having opinions but there are issues that are brought up that should be considered. The book provides some negative things educators can bring up about the use of video games and teaching. An example would be that many games being created now have a high level of violence and suggestive themes that children can pick up very early. Teachers believe that it is a form of desensitization which is harmful in the long run. 

2). Digital Games are games that are made for educational purposes. The games can be used in a classroom curriculum and also used for any subject grade level. The games engage students in what they are learning by asking questions and also has students analyze different situations all without leaving their seat. Digital games originated in 2006 at an educational summit where it was decided that not only will digital games prepare students for a test or grade level but also in later life. Finding a job or starting a career will require a certain degree of proficiency with the use technology. The best way to prepare students is by giving them a good base in technology.

3). An interesting section of the chapter discusses how to find good software and apps for students. Seymour Papert stated that low quality software has three distinct features which are:

  • The computer dictates the activity:
  • Competition, stereotyping, or violence is present
  • Quick reactions are favored over sustained thinking and problem solving
Another important area is the level of thinking that a student will have with a particular program. Is it Higher-Order or Lower-Order thinking?  Lower order thinking is just the basic recall of information while Higher-Order thinking requires more in depth understanding. A teacher has to understand how beneficial a lesson plan will be before giving it out to a class. 

References

aloy, R. (2011). Exploring Problem Solving with Software, Apps, and Games. InTransforming learning with new technologies (Vol. 2, pp. 158 - 180). Boston: Pearson/Allyn and Bacon.

1 comment:

  1. Like your Word Cloud! :)

    I think there's potential for gamification or gaming in the classroom - definitely for the engagement factor. That said, I think the focus still needs to be on pedagogy and student learning. Sometimes these good ideas get turned into a 'fad' and are substantially reduced to lower level thinking.

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