Thursday, April 23, 2009

YOU MIGHT NOT PLAY THAT GAME BUT I DO PLAY THAT GAME AND LEARN

YOU MIGHT NOT PLAY THAT GAME BUT I DO
PLAY THAT GAME AND LEARN

What did I learn playing these video games?
I affirmed some things and I learned other several
things. The affirmation was: I like playing video
games. I liked it in the late’70’s and early ‘80’s as
well as in the present day. They challenge me, so
I think, I problem solve, so I think some more. My
brain is always thinking. I see some video games
in the same light as an interactive novel. I learned
even more, Gee taught me the mechanics of video
games. I learned that there is a whole host of new
literacies. I would like to call it the electronic literacies.
All of these types of literacies need to be studied.
I learned how video games effect the player both on
a physiological level as well as a psychological level.
I see a real educational application for video games
as a medium for learning. On one occasion I watched
a male child roughly 4 to 5 years old play a PSP for
at least 15 minuets sitting in a stroller while shopped
in AC Moore. On another occasion I watched a female
child around the same age play a pink PSP in a
restaurant for exactly 48 minutes. She was so fixed
on the small screen that daddy fed her and she did
not miss a beat. Anything that can captivate a child
of that age for that amount of time has to be utilized
in teaching. I can’t understand why it has not as yet
become a standard practice in education.
I discuss Lego Indiana Jones and video games with
two of my Pre-K students. They are quite literate.
I study their behaviors and pick up on play patterns
that imitate the game. I see how one student’s play is
quite active in the sense that he created a representation
of Indy out of several different types of building toys.
The representations swings and uses his whip.
We as educators need to create curriculum (games)
that both enhance the present curriculum and then
become the delivery system for the instruction.

Friday, April 17, 2009

Existentialism And The Gamers’ World

It seems that the philosophy of existentialism
In particular the Don Juan theory of 
existentialism that states the more 
experiences that one can gain the more 
they live rather than exist is so spot on 
when referring to the gamers’ experience. 
Although the experiences are second hand
 so to speak nonetheless they do experience 
the worlds and the “real” life situations 
that are created in the virtual world. The 
gamer is for a time a “real” criminal in 
Grand theft Auto even though the gamer 
is in reality a 12-year-old from an upper 
middle class suburban neighborhood. This 
might be the one reason why people who 
play first person shooter games have a 
propensity to violent acts by way of 
becoming desensitized to the feelings of 
others. Other games like the ones where 
you have to think to solve problems 
sharpen problem-solving skills. This is 
one aspect of life that is inescapable.
We all have to learn how to solve the 
problems that life throws us into on a 
daily basis. The existentialist in order to 
be in charge of their own life must be able 
to solve problems. In my own personal 
experiences playing the games I found
myself enjoying the experiences 
encountered in Second Life and the 
arcade games that solve problems. 
Since I have subscribed to the notion 
that we all should have free will with 
responsibility.

And this is why we as educators
have to realize the potential for 
these video games. They are the 
future of education.

Saturday, April 11, 2009

A COOL SCHOOL LIBRARY

“An effective school library center is an active
 information center designed to meet the 
diverse learning needs of students and 
support the curriculum.” Linda J. Shirley
This mission statement is the essence of a      
good school library. Enhancing learning is 
one goal the school library has in the 
educational setting. For example, the first 
grade learning about the rain forest would 
benefit if a school library had a collection 
of non-fiction books and materials relating 
to the subject. The students could further 
learn about the animals, the plants, the 
people and the environment of the subject.
 Also they could entertain themselves with 
fiction books and materials, for example, 
they could see the animated video Fern 
Gully or read about a superhero who 
saved the rain forest from certain doom.
 The first grade could visit the rain forest 
via the Internet. There are several web 
sites that have live feeds from rain forests 
around the world. Another goal for the 
librarian is to teach literacy. Every type.
 The librarians responsibility is to at the
 least expose the students to every type
 of electronic medium and at the most 
have utilize the medium. The final goal is
 for the student to become a life long 
learner.

The first criteria for choosing materials for 
a library collection is answered by 
determining who the library is for. It 
would be ill conceived for the head 
librarian to pick books and “materials”
 (to use the term loosely) with out any 
thought for the population for which they 
will serve. This planning and for- thought 
does not only have to include the age or grade
 level of the students but it should also 
include the socio-economic and cultural 
background of the student demographics. 
Dr. Seuss is not an author that would be 
appropriate for a high school library, just as 
J.D Salinger would not be an author 
appropriate for a primary school library.

Another criteria for choosing the materials 
would be: how to organize and display the 
collection to entice the student to become
 literate or research some interest they might 
have. For a primary school the child who is in 
the pre-reading stage or non fluent readers 
need context clues thus they have to see the 
cover of the books or materials in order to 
create meaning and make a decision based 
on interest. Rather than having bookshelves 
they would need book bins with a color 
coated system of organization. In this way, 
the child looks at the covers while flipping 
through the books in the bin. They wont 
have to pull books off of the shelf to look 
at the covers. The opposite is true for the 
middle and high school library. The child in 
the middle and high school is assumed to be 
a fluent reader and literate in several 
electronic media. This child could find 
books and materials employing reading 
skills and research methodology. This 
would not be the case for children with 
special needs or children who have not 
reached reading fluency because of a life 
situation. They would need to be 
accommodated in order to take full 
advantage of the library and further their 
literacy of all types.
This leads me to a criteria that is an 
intergraded part of the book/material 
selection process. This is the facility it self. 
We have to work with in the space that is 
allotted for the library. All too many 
schools were built 40 to 100 years ago. It 
would be impossible for a head librarian 
to put an electronic learning lab in a facility 
that doesn’t have the electrical 
infrastructure necessary to maintain several 
computer stations connected to the internet, 
or any other kind of electronic media. An 
open area with a soft rug and pillows would 
be a great incentive for a 5-year old to lie 
down and read The Hungry Caterpillar. 
This might not be a good idea for a 15-year 
old who might use the space to take a nap 
after a long night of Halo IIII.

The final criteria for choosing books
/materials for a library would be finance.
 What are the budget constraints of the 
librarian and the school system. It would 
be very beneficial for the teachers in the 
primary grades to have an IPOD docking 
station in their classroom with a main 
IPOD hub in the library to down children’s
 music. The same kind of main IPOD hub 
would enable middle and high school 
students to reap the educational benefits 
of pod casts. It is only a dream without the 
finances to achieve this goal.

The concrete aspects of creating a library 
have to be considered first before we can 
even think about what actual books/
materials which would be placed in the 
library. Then we can consider the abstract 
notions of intellectual freedom for the 
students and the staff, and how to protect 
the privacy of the students choosing the 
materials. Also at this point of the process 
we can consider aspects like censoring the 
books, materials and access to the Internet. 
Linda J. Shirley states, “Information Power 
defines the mission of the school library as 
ensuring that students and staff are 
effective users of ideas and information.”

To instill in the child a sense of Information 
Power our turns the how to organize a 
curriculum to take into account new forms 
of technological media. I agree with Lev 
Manovich in his article Post-media 
Aesthetics, their needs to be created a 
new form of organizational hierarchy for 
all the new media that has been created
since the inception of the Internet and 
the personal computer. Is the fact that I 
use Illustrator 10 and print out my 
artwork the same as when I paint with 
acrylics on a canvas? The process for me 
as an artist is the same. Also how would 
we organize the You Tube video by 
Franks Valli Close Up on Existentialism. 
This reminds be of a Platonic dialogue 
with each video having an implied 
question.  But how to organize it? 
These are the questions we need to 
answer in the coming years to be 
able to educate all the children in 
this the Information Age.

Friday, April 10, 2009

LET THE GAMES CONTINUE #5 Lego Indy and then some

Over the past few weeks I've been trying a 
whole host of free internet games on
http://games.yahoo.com/free-games.
The strategy games for me are the most
entertaining and intellectually stimulating.
But while they kept my mind sharp and my
problem solving skills homed they are time 
consuming. I'll list the games I played often.
They are: Brick Breaking Hex, Ball lines, Brick 
Breaking II, Burger Island Quick play, Cake 
Mania III, and Marble Lines. I tried just about 
every game on the web site. Video games have
such a great potential in education. 

As for the Indy Lego game I have just about 
done everything a gammer can do in this game.
next week I'll sum up my opinions on games 
as an educational tool.

Friday, March 13, 2009

FAT gamers PHAT games

The link between childhood obesity 
and the use of video games and the 
watching of television is as the 
Vandewater study contends is of 
no significant relevance. (Vandewater 
2004)

The child's body mass index in my
opinion is directly linked to genetics 
and environment. The child will eat
as their parents eat or as they are 
allowed to eat. Diet is also, in my
opinion based on economics. The 
parents have to drive to the supermarket
to buy wholesome foods and have the
money to afford them. Inner city
children or parents of substance
abusers in many cases rely on  
the local deli. And as we all know 
hey are not stocked with wholesome 
foods. 
Is their a link between violent aggressive 
behaviors and the playing of video games 
or (Phat games) as I like to call them?
I don't know for sure, in a scientific sense.
My gut reaction is to say, their has to be.
But my feelings don't mean much in
the world of empirical research.  
The journal "An update on the effects
of playing violent video games" 
(Craig A. Anderson* 2003) is in my
opinion not a valid study. I see  the 
survey of existing literature as an 
attempt to fit a round peg in a square 
hole. The survey of literature is flawed
it blends the watching of violent videos 
with the playing of violent video
games. I see it as comparing oranges 
with grapefruits both are citrus fruits
but both taste totally different. In the 
case of video and video games they
in my opinion employ different types 
of literacy. The similarity is that they
are both viewer on a video screen.  
It also makes an dubious attempt to 
link school violence with the playing
of violent video games. By stating , "For
many in the general public, the 
problem of video game violence first
emerged with school shootings by avid 
players of such games...",then Anderson
by listing thirteen citations to link 
violent acts with the playing of video 
games has in effect fooled the reader
into an false sense of validity. And upon 
reading the rest of the survey I believe
that it was written to demonize the gamer.
I don't have the time to pick it apart 
line by line.
The other case study was both very 
scientific and very interesting. "Violence
exposure in real-life, videogames, 
television, movies, and the internet:
is there desensitization?" (Jeanne B. 
Funk 2004)  I gained a much greater 
understanding. The desensitizing effect 
that violent incidents and experiences
either through real or virtual experiences 
on emotional and cognitive functions is
a sobering thought. " Emotional and 
cognitive desensitization to violence 
decrease the likelihood that violent
behavior will be either censored or 
censured...." This statement should 
become a educational wake up call. The
implication of this in relation to the 
educating the our children leads 
me to the following thought. We as 
teachers need to reevaluate the way
in which instruction is delivered in
light of the psycho-social make up of
the desensitized student. 
To paraphrase  J. B. Funk, moral 
development is fostered through 
empathy. "Violence in screen-based 
media may affect empathy by 
desensitizing viewers to the true
consequences of violent actions...." 
The moral development of a child
directly effects the place in which
that child takes in society. Droves 
of  children that grow up with out
empathy leads me to believe that
the society in the  movie a Clock
Work Orange could become a reality. 
Where are we going as a society?
What can we expect from such
students in the classroom?  

LET THE GAMES CONTINUE #4 Lego Indy and then some

I tried some new games. Two card games 
in fact:"Tiks Texas Hold Em" and "Mystery
Solitaire". Texas hold em was just as I 
expected. It had all the technical aspects 
of playing poker with out any of the thrill
of the risk. The allure of gambling is the
thrill of risking your money ( fear) and the
thrill of winning money. This is an excellent 
example of why video games should be in 
the classroom. The student should learn
how to play poker before they risk 
playing in a real win/loose game.
The other game solitaire was quite 
interesting take on the traditional game. 
It laid out the cards in geometric patterns.
It also played with multiple decks of cards.
The game was very entertaining for its
use of problem solving properties.

I also played Lego Indy in the free play mode.
Layer upon layer and problem upon 
problem to navigate. These game designers
are brilliant. 

Saturday, March 7, 2009

Learning Spaces The Final Frontier

What are learning spaces? I can define them 
in two different ways. Both are very important 
to the future of the Information Age student. 
The kind of student that we have in our classes 
today.  These students are described by Marc 
Prensky as "Digital Natives" and "Digital 
Immigrants". 
The first is the physical classroom including the 
teacher who facilitates the learning and the 
curriculum. Each and every classroom should be
 well equipped with the latest technology. A 
classroom should not have any computers that
have Windows 98 or system 9 in the case of a
Macintosh computer. The classroom should have 
XP or Vista in the case of a Windows PC or 
System 10 or above in the case of a Macintosh 
computer. We shouldn't have tape players but 
rather I-PODS should be the norm. Also the 
teacher needs to have the ability to evolve to the 
changing nature of E-education. And the curriculum
needs to be modified to include E- literacy.  
Adding  video games and the like to the 
curriculum should become the norm not the 
exception. Thus the student will become more
and better prepared for the future.

The second, learning space is the one that is
created not in the physical world but rather is 
created in the digital world. In the creation of
"worlds" any thing and any where is possible.
For example, Second Life  is created by hundreds 
of people for any number of reasons. All of which
have real meaning and purpose.  But the worlds
that are relevant to the educator are the virtual
Universities and other places of interest.
You as an avatar (not very risky) can fly in the 
Sistine Chapel to study Art and religion  of the
time. Or have a further understanding of 
schizophrenia by hearing voices in your head.
 
But this is already being done. Why not take 
the class on a field trip to the bottom of the 
ocean to learn about deep sea fish. Much of the
bottom of the sea was photographed. It could
be done.  Or go to Mars to explore the 
surface for possible colonization. The entire
surface was mapped by NASA and  a world
could be created with little effort.  The 
technology is already in use. Some school
districts like Jersey City have ITV Labs that
could accommodate a classroom of students.
Space could be obtained to create these worlds
by creating partnerships with science and 
technology concerns. Both governmental
and private industry could partner with 
universities to make this happen.