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).

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>

 

Saturday, March 2, 2013

Week 7

This week’s assignment was fun and challenging.  I really had to learn about timing and how to make the text say what I want when I want it to.  I also played around with the backgrounds. 

Here is my Catlib, enjoy!
I also liked seeing everyone’s About Me projects.

Sunday, February 24, 2013

Week 6

I had a lot of fun with this week’s project.   I went through a lot of projects and looked at a lot of script.  Originally I tried to write my own script but I got stuck because it was a lot more difficult then I was ready for.  In the end decided to remix someone else’s.  I found one I liked, Intro to Gaia, and went from there.  I chose this project because I liked the idea of incorporating different pictures that inspire me.   Without much thought I knew I wanted to include my family, my dog, and my career.  In the end I am very proud of my project.  I have already shown it to my boyfriend and parents.  I also plan to share it with some friends.  In the past I haven’t considered myself to be technologically savvy but maybe I should give myself more credit.  J

Here is my About Me!
 

Double Entry Journal #5

I enjoyed this week’s article.  I was never a fan of social studies and found it a boring subject.  The idea of playing a game to learn the content of United States history is very interested.  I can pretty much guarantee students would prefer to play a video game to learn history versus reading a text.  I chose the following quote:

“Approaches to the use of games in education might also be thought of in terms of how the gameplay interacts with specific content learning goals. While some argue that playing games enables learning in academic content areas (Hutchinson, 2007a), other approaches suggest that learning to play a game is equally or even more important” (Lee and Probert, 2010).

I chose this quote because it discusses interactive games being centered around specific content learning goals.  As teachers we know the importance of teaching specific content.  We have guidelines, CSO, that we must follow so a video game that incorporates those guidelines while getting our students attention is a great idea.  I know I would have enjoyed learning US history by playing an interactive game.

The accompanying article I chose is from the charlotteobserver.com.  The article supports and encourages the use of video games in the classroom.  It tells the story of specific encounters that lead to the person’s support of video games.  It also discusses a few specific games including games with specific goals, Angry Algebra.  As it says in the article, “We’ve come a long way since ‘Pac-man.’” 

References:

Lee, J. K., & Probert, J. (2010). Civilization III and Whole-Class Play in High School Social Studies. Journal of Social Studies Research, 33(1), 1-28.

Helms, A.D. (2013). Education and Video Games are No Longer Enemies. Charlotte Observer.com < http://www.charlotteobserver.com/2013/01/07/3768358/education-and-video-games-are.html>

Sunday, February 17, 2013

Week 5

I have both enjoyed and been frustrated with Scratch.  It can be difficulty to navigate, but once I got the hang of it, I seemed to do well.  I enjoyed the tutorial and created this animation.

Next I completed the Scratch Cards.  Here is the card sequence. 
I still am not sure what I want to do for the game I create.  I have been trying a lot of different games on Scratch.  There are so many options and a lot of really neat games already created.  I know the game will be chemistry oriented but that leaves a lot of options.  It would be fun to create some sort of chemistry lab or experiment game. 

 I also like the score counter idea from the Scratch cards.  I may try to incorporate it into my game. 

Saturday, February 16, 2013

Double Entry Journal 4

“Video games are a legitimate medium of expression.  They recruit important digital literacy practices” (Steinkuehler, 2010).

            I selected the above quote because I strongly agree with it.  Video games are a way for the player to express themselves.  This is especially true in a virtual world or game that allows the player to create their character.  As a player creates their avatar or character they are putting part of themselves into that character.  They have a say on the characters hair, cloths, face, etc. 

            I learned a lot about digital literacy in a previous class, as with this class, my opinions changed based on the readings from the class.  At the beginning of the class I did not consider myself an avid digital learner but once I truly learned what digital learning was I found I was more literate than I originally thought.  Video games are a major part of digital literacy because as you play the game you are interacting by choosing your character, reading about the game, learning to play, and communicating with other players. 

            Upon searching video games and digital literacy, I ran across the following blog/article.  I chose the article because it is about gaming becoming a part of literacy.  This is very true when you consider the definition of digital literacy.  I enjoyed the article because it focuses on different aspects of video games It also has a section about video games and kids. 

References:
Levassur, A. (2011, Oct. 17). Is Gaming the New Essential Literacy? [MindShift Blog]. Retrieved from http://blogs.kqed.org/mindshift/2011/10/can-playing-games-teach-literacy/

Steinkuehler, C. (2010). Digital Literacies. Journal Of Adolescent & Adult Literacy, 54(1), 61 63. doi:10.1598/JAAL.54.1.7

Sunday, February 10, 2013

Double Entry Journal #3

I chose the following quote:
 “Children today grow up in an exciting and changing world of communication and media.  Television, digital technology, the Internet, video games, mobile phones, and personal desktop and wireless devices create novel ways for children to play, express themselves, learn, communicate, and explore texts, ideas, and identities” (Barab et al., 2005).

I decided on this particular quote because I completely agree with it.  Children today grow up with a massive amount of technology.  There are so many new and different things for children to play and learn with.  It amazes me to see my friend’s two-year-old playing matching and coloring games on her IPad.  He actually goes to his Mom and asks to play the shape game.  I have another friend with a four and five-year old who both have their own IPods.  At first I thought this was crazy but I have watched the girls play and realize they are learning while playing.  Since the start of this class I have started viewing video games in new ways, I now see their importance in moderation. 

The following is an article from PBS Parents.  It is about children and media specifically video games and preschoolers.  The article is titled Video Games:Preschoolers.  This article lists 5 ways to make the most of digital games and 4 game qualities that benefit children’s development.  I found it very interesting and thought it was fitting for this class.   

References:
  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., and Tuzun, H. (2005). Making Learning Fun: Quest Atlantis, A Game Without Guns. Educational Technology, Research and Development; 53, 1. 86.
  • PBS. org Video Games: Preschoolers. Retrieved from:             http://www.pbs.org/parents/childrenandmedia/videogames-preschool.html.