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.
Thursday, April 23, 2009
Friday, April 17, 2009
Existentialism And The Gamers’ World
It seems that the philosophy of existentialism
In particular the Don Juan theory of
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
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
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
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
The first criteria for choosing materials for
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
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
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
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
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
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
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...."
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.
Subscribe to:
Posts (Atom)