Saturday, March 30, 2013
Week 10 Activity #1
I created my Story Board in Google Docs. It is titled Jana's Story Board and can be found HERE. It doesn't really look anything like the example but I included all of the sections as short sentences or explanations.
Sunday, March 24, 2013
Double Entry Journal #8
“Today,
literacy can be broadly defined as including any type of communicative
interaction involving speaking, reading, listening, and writing with text in
print and non-print forms” Kafai, and Peppler.
I
chose the above quote because I have talked about literacy many times before in
my blogs. I became aware of the actual definition
and how much it matters in a previous class.
I did not consider myself literate but have completely changed my mind
since learning more about literacy. It
is very important and includes so much more than just reading a book as I had
first thought.
When looking for my additional source
I began to search digital literacy. I
found the following video from the Literacy Design Collaborative (LDC) on YouTube,
LDC: Literacy Matters. This video
is great for teachers and discusses how to create a LDC lessons from start for
finish with an example from a real teachers.
References:
Kafai, Y., & Peppler, K.
(n.d.). Collaboration, computation, and creativity: Media arts practices in
urban youth culture. Retrieved from
http://download.scratch.mit.edu/CSCL07_peppler.pdf
LDC: Literacy Matters video. Retrieved from http://www.youtube.com/watch?v=O5EnOVjRPGI
Saturday, March 23, 2013
Week 9
Here is a link to a
Scratch game that helped inspire my project, it’s called Albert and Sriram'sAmazing Dog Math Game. I hope to make my
game very similar to this but incorporate a different topic. I am thinking about a game where the player,
a scientist from Fairmont State College, has to save the school by balancing chemical
equations. My game will be similar to my
example except instead of solving math problems the player will be entering the
number that belongs in the chemical equation.
Just to be
sure I didn’t miss any of the questions:
·
What is the academic concept
students will be involved in as they play the game?
balancing chemical equations
·
What is the story line?
The player must save the school
by balancing equations.
·
Who is the main character?
A science teacher at FSU
·
What does the main character do
to win the game?
The player must enter numbers in
the blank to balance the chemical equations and earn points.
·
What challenges will the main
character face to move up a level?
The player must get a set number
of points in order to change levels.
Sunday, March 10, 2013
Double Entry Journal #7
““Literacy”
has been defined differently throughout history owing to changes in societal demands.
The definition of traditional literacy is the ability to read, write,
communicate, and comprehend and has encompassed language skills evolved from
writing, vocabulary knowledge, and meaning construction” (Hsu and Wang,
2010).
References:
I enjoyed this week’s
article. It has aspects that apply to me
and further enlightened my knowledge of gaming and education. There are a lot of good ideas in the article
which would help incorporate gaming into the classroom. I have been learning a lot about literacy and
this article is no different. I feel the
ideas in the article are very positive and I enjoyed reading it.
For my supporting
article I decided to search literacy and gaming. The video I chose can be found here.
This video is basically and interview
from someone from WeroCreative.com and his presentation of the future of gaming
and education. He discusses “blended
learning” which is a combination of old and new media and on- and off-line
spaces which create a safe learning environment for students. The article was inspiring and made me do a
little more research about WeroCreative.com.References:
Clare. A. (2010).
Games, Gaming, Literacy and Education. AssociationMediaLit.
< http://www.youtube.com/watch?v=tlafLO-VLuQ >
Hsu, H., & Wang, S.
(2010). Using gaming literacies to
cultivate new literacies. Simulation
& Gaming, 41, pp. 400-417. doi:10.1177/1046878109355361Saturday, March 9, 2013
Sunday, March 3, 2013
Double Entry Journal #6
“Not surprisingly and as
mentioned earlier, one of the findings that emerged from our research was that students
spend a large proportion of their time out-of-school playing digital games”
(Spires, Lee, and Lester, 2008).
Resources:
Miller, A. (2012). Game-Based Learning to Teach and Assess 21st Century Skills. Edutopia.org. <http://www.edutopia.org/blog/game-learning-21st-century-skills-andrew-miller>
Spires, H. A., Lee, J. K., & Lester, J. (2008). The 21st century learner and game based learning. Meridian, 11(1), Retrieved from <http://www.ncsu.edu/meridian/win2008/21st/03.htm>
I chose the above quote from the article
because I completely agree with it.
Students spend a lot of time with technology and digital society. I know most of my high school students carry
cell phones many of which are connected to the internet which allows them to “keep
in contact.” By having a phone the
students can not only keep in touch through text messages or calls but they can
also get on Facebook or Twitter. There
is absolutely no doubt most students spend a large amount of time involved in the
digital world.
For my accompanying resource, I
chose a short article from Edutopia.org titled Game-Based Learning to Teachand Assess 21st Century Skills. The article
discusses 21st century skills and how games can teach and assess
these skills.
Resources:
Miller, A. (2012). Game-Based Learning to Teach and Assess 21st Century Skills. Edutopia.org. <http://www.edutopia.org/blog/game-learning-21st-century-skills-andrew-miller>
Spires, H. A., Lee, J. K., & Lester, J. (2008). The 21st century learner and game based learning. Meridian, 11(1), Retrieved from <http://www.ncsu.edu/meridian/win2008/21st/03.htm>
Subscribe to:
Posts (Atom)