Sunday, October 4, 2015

Digital Blog #E

This weeks reading was an easy read, since it was featuring one of my favorite topics. Video games. Before we get into the gaming portion of the reading, we are going to discuss about Selection and Evaluation of Software and Apps. A critical point that the book made was the distinction between what makes a poor software; 1 the computer dictates the activity, 2 competition, stereotyping, or violence is present, and 3 quick reactions are favored over sustained thing and problem solving. These means every time one thinks about downloading an app for our children, we have things to consider. The book also mentions that we should consider if the program encourages higher order thinking (remembering, understanding, applying, analyzing, evaluating, and creating). Much like shopping, we have to consider if a program is the right fit for our child, if it presents the proper academic information, and age appropriate.

We are going to move on to Computer Games as Learning Resources. If you observe any school, you are more than likely going to see kids spending a blocked time on computer programs. LaBelle Elementary use programs such as Iready, and Openbook to aide students in the topic that they might be struggling in, Gamification. Using the technology kids love to teach them, motivate them to learn. I can understand why some teachers have a hard time letting online games as part of the curriculum, because they might question how much they are actually learning. A teacher might feel like they can teach a particular topic better than a computer program. They might be right, but are they engaging the kids like the computer programs seem to?



My Final topic is going to be Digital Games for Learning. The book places digital games into 2 categories, Internet and desktop based games. The names seem to explain that the Internet based games require the internet to be fully accessed, while the desktop based games one buys to access. When a child learns without realizing they are learning is amazing. Stealth learning is just that, when the activity is captivating and learning is done. A neat concept that the chapter mentioned was Intelligent tutoring systems, powerful programs that teach according to the child's responses. I remember playing these games as a kid and remembering how effective they were. However, I asked a 4th grade class if they felt like they were learning from the program I-ready, most of the kids suggested they learn more from teacher directed lessons.



1 comment:

  1. Awesome post - your reflections are honest and well grounded with a foundation of learning from the text and your own experiences. In addition, you enhanced your content with an applicable video and embedded Padlet of your own creation. Nice job! I would suggest that many of the "Teachers!" effective assets really can be repilcated in the "Computers!" category and vice versa. I'm not familiar with iReady but as always there are effective gaming/computer software applications and then there are those that are not so effective.....

    ReplyDelete