Video games- junk or genius....
Video Games, Education and Identity
Our group began this blog to investigate what potential the world of video games can have on traditional classroom education.
Friday, October 22, 2010
Video Games in Education- A Beginners Guide
MOVING FORWARD
Video games are an exciting media that offers many beneficial learning and social potentials for the classroom (Sanford & Madill 2007). Currently I have had video games available to students but am going about it the wrong way. For example the library has a Wii. Students are encouraged to use it, but, besides from free play and the odd lunchtime round-robin tournaments, there is little that the Wii is used for. At this stage there is no inclusion of it in teaching practices. I realise now that this really isn’t embracing the new technology or teaching in the 21st century. However, just by providing the game has caused a stir amongst staff, most of which believe video games do not belong in the library.
My thoughts on teaching have changed significantly since starting this course and I hope to start making some changes in both my thinking and practice. Although I agree with Squire (2005) that education needs a whole school focus on ‘...changing the cultures of our schools to be organized around learning (2005, p.5)’. This would include changing the whole structure of my school and at this stage is impossible. However I hope that with a few small steps things may begin to take change. To do this I have come up with a plan of action I intend to undertake in the next twelve months which hopefully frame the beginnings that will bring my teaching into the 21st century.
The two areas I intend to focus on are research and choice.
Research:
I intend to become current with new technologies and explore possible uses for them within the library. At the moment I spend several hours each week researching various print materials for our libraries but I would like to dedicate some of this time to researching popular medias, particularly video games. Williamson Shaffer, et al. states that ‘video games have the potential to change the landscape of education as we know it (2005, p.19). I agree with this and have become excited about their potential but I would also like to research more because I find them challenging. Challenging because I find them difficult to play and understand but also challenging because they of all digital medias, these challenge the way I think about teaching the most.
Choice:
I’m currently involved in a project that is looking at a new way for students to access information. Part of this is providing students with their own account that is attached to the website and links them, their subjects and assessment tasks with links to various information sources relevant to their individual learning. I would like to pursue this further into next year and look at some alternative materials that students can explore that we don't currently offer.
Williamson Shaffer, et al, (2005) discuss the potential for video games as spaces in which students can go to learn. From within these games they learn skills they can transfer to real life situations. The games get them thinking (Sanford & Madill 2007, Squire 2005, Williamson Shaffer, et al 2005). This is an exciting concept and I would like to explore this as an option as an information source for students.
The second area of choice I would like to explore is to provide choice for our students on how choose to present their learning. Links from the above mentioned school site to alternative mediums; blogs, film, animation, digital presentations and video game construction, for example.
I believe that we need to provide our students with a choice to learn through different medias (Sanford & Madill 2007, Squire 2005). Critical literacy skills are essential for our students to become information smart and lifelong learners (Sanford & Madill 2007). For our initial project to reflect these results we need the students to have a number of resources available to them.
Thursday, October 21, 2010
Education in the Future...Now!!!
At Hawaii Technology Academy there is no divide amongst students. The ratio of laptops to students is 1:1 and internet access is supplemented by the school removing the digital divided amongst its students. The school utilizes 21st c. tools such as online classes, hybrid classes, technology integration to teach students skills in communication, collaboration and creativity, equipping them with the skills they will need for the future (Jeffpiontek, 2009).
At Hawaii Technology Academy students were exploring virtual worlds to gain deeper understanding (Jeffpiontek, 2009). They can participate in times and cultures that have passed, learn information necessary within these worlds but also develop deeper understandings from experiencing (Williamson Shaffer, et al, 2005). Within the worlds students are solving problems and experiencing the situation. For example, they can experience what it would be like to swim under the sea in prehistoric times; an experience that can only be had in virtual worlds. Students were also able to share these worlds and understandings with students around the physical world. This social and cultural collaboration and communication adds another level of thinking for students. (Jeffpiontek, 2009)
What does this mean for teachers who are in traditional environments? It means that what we aim for is possible.
UNDERSTANDING AND ENGAGING OUR STUDENTS
ARTICLE: UNDERSTANDING THE POWER OF NEW LITERACIES THROUGH VIDEO GAME PLAY AND DESIGN By Kathy Sanford & Leanna Madill
Current media headlines and discussions amongst educators might have you believing that boys are disengaged in literacy and their results are decreasing just as quickly. However, Sanford & Madill (2007), argue that this may not necessarily be true but perhaps it is current understandings amongst educators of what it means to be literate, what materials count as relevant literacy resources that might be influencing these results. Sanford & Madill (2007), suggest that our boys do participate in literacy and demonstrate many capable literacy skills as literate beings.
A number of studies have gone into researching gender and literacy. Findings show that boys are disengaged in the classroom and have lower reading and writing and comprehension levels compared to girls (Boltz, 2007). However, this may be true only with traditional understandings of literacy. Within the digital age of the 21st century a new form of literacies are emerging described as new literacies. So, what does it mean to be literate and what does literacy look like in the 21st century?
The digital age has changed the way we view and shape our understandings of many aspects of our lives. For example shopping is quite different from 30 years ago. In the twenty first century you can buy just about anything from anywhere in the world without leaving the comfort of your own home. Thanks to mobile technologies in the last ten years this has changed even still allowing a person to do grocery shopping whilst catching the bus to work. Our concept of what it means to shop has changed and evolved as has the technology. So why hasn’t our perception of literacy?
Boys and in some cases girls may not be as engaged by print forms of texts as they were 30 years ago as there is now a wider range of texts for them to engage in.
“...many males and some female students are finding success with alternative literacies. Literacies such as chat rooms, internet, comic books, cell phones, blogs, trading cards, zines, film creation, and video games are a few of the new and alternative literacies that students are engaging in largely outside of school spaces.” Sanford & Madill (2007, p. 434)
Students engaged in these multi modal literacies may reflect poor literacy results in the class but still be highly literate individuals (Sanford & Madill 2007).
Technology and digital medias play a huge role in the youth of today (Ito et al. 2010). A report presented by Futurelab (2009) stated that 97% of 12-17 year olds play computer games in the USA and 87.5% of 8-15 year olds in the UK, proving that video games are a significant media in youths’ lives. Video games are one form of digital media and have a number of valuable skills to offer education and new literacies. Danforth (2009) states that for students to use video games they need to possess a number of literacy skills. They need to have understanding to be able to complete steps, skills in reading text to follow instructions, for example (Danforth, 2009). Sanford & Madill (2007) studied two groups of boys and their involvement with video game creation over several weeks, as students and instructors to gain a deeper insight into the effects these games had on the students and the literacy skills demonstrated by the boys.
Sanford & Madill (2007) observed the boys demonstrating a variety of complex literacy skills that demonstrating that they possess skills as one who is literate and were continuously developing these skills during the experience. Some of these skills went beyond initial understandings of what it means to be literate (Sanford & Madill 2007). The boys demonstrated skills of communication in various forms, most of which was not verbal. For example, body language, imagery, signals like pointing. Comprehension skills, understanding of story line and structure, character profiles, climax and intensity levels. Listening skills, understanding of how one listens what they look like and do, that listening is more than just hearing what is said. They also described the written language as being readable for its intended audience. All of these skills are complex and diverse and in most cases undervalued in the current classroom (Sanford & Madill 2007).
For educators this could mean a controversial shift in our understandings of literacy and the way we teach literacy skills to our students. This report is not suggesting that previous methods of literacy are wrong but simply that we need to be thinking of new ways to engage our students and respect new literacies. Videos games can be a powerful tool in helping our students to gain these skills. Changing pedagogies on how we teach literacy and what we acknowledge as powerful and relevant tools within our classrooms.
However, despite the study proving many positive results, some negative issues were raised. For example the students portrayed negative stereotypes and were undeterred by violence and homophobic and sexist portrayals (Sanford & Madill 2007). Williamson Shaffer, et al (2005) suggests that students who participate in the play of video games develop skills from being in virtual worlds that reflect real life situations. It could be argued that if students transfer these positive skills that they also could transfer many of the negative aspects too.
Video games can be seductive and troubling in their content, fuelling arguments against them in the classroom. However, video games are part of children’s lives and as they play them they learn messages hidden in the game and reflect this without knowing it. One child described the idea of cutting heads off as fun (Sanford & Madill 2007). Teachers have a responsibility to students to engage them in critical literacies so that they can develop deeper understanding of the material they are reading, in this case, video games (Ito et al. 2010, Sanford & Madill 2007). They need to create
“...spaces for critical examination of the games and of the players’ own beliefs and values, potentially changing harmful aspects of video games while enhancing their powerful benefits and learning potential.” Sanford & Madill (2007, p. 451)
What does the future classroom look like? It should look like one that:
- Respects and reflects the types of medias children are engaging with.
- Demonstrates and appreciates the new forms of literacies these medias create.
- Develops students understanding and critical literacy skills as part of developing information smart, lifelong learners.
Sunday, October 17, 2010
Video Games and Physical Education
http://www.usatoday.com/yourlife/fitness/2010-10-11-justdance11_CV_N.htm
http://i.usatoday.net/yourlife/_photos/2010/10/11/dance1x-topper-medium.jpg
The article, Video games help schools get kids moving, exercising more, raises some issues about how games are used and current teaching pedagogies (Hellmich, 2010).
Videogames like exergames have much potential in physical education due to ‘...their popularity and efficient delivery of information... Hayes & Silberman (2007)’ Trout & Christie (2007). With careful selection and implementation video games can be used to develop understanding on how the body works and the best ways to care and improve health and fitness, whilst engaging students in physical activity (Trout & Christie, 2007).
Trout & Christies (2007) discuss the uniqueness offered by these games for individualised learning and skills development. The students, k-12, were participating in the activity viewed on a single screen in each classroom, everyday and it was compulsory (Hellmich, 2010). This doesn’t allow children to be challenged or explore at their own pace. If current practice continues older students who have years of experience will be working at the same level as new and younger students who may have had less exposure. Squire (2005) proposes that for effective teaching practise teachers and schools need to allow for individual learning and exploration which is not happening in this example. Using rote learning techniques and introducing games as compulsory may turn students away games that are made compulsory and think of them as forced, homework and dull (Squire, 2005). Introducing new technologies into the curriculum with old pedagogies and nineteenth century teaching practises means that these new medias are just as likely to lose students’ engagement just as easily as their predecessors.
There appeared to be little thought into how the game would be implemented past the initial introductions to maintain interest. Current success may only be the result of the game being a novelty. Introducing the game was a start, and an idea highly controversial in itself with current teaching practises in most schools, but for education to move forward new ways of teaching need to be considered and schools need to change the way they think about teaching.