Sunday, October 30, 2011

What can games tell us about the future of education? - Blog #5

While looking  for a subject to write about in this weeks blog, I stumbled across this video:
 
In this video linguist James Gee makes several statements about education and games.

1.  Learning is a pleasure.
People enjoy learning new things.  The problem is that many teachers find it difficult to make everything "Fun"

2.  Games today have figured out how to tap this pleasure and teach you how to play the game at the same time.

If you think about it, every game is based on a set of rules.  If you were to give a person a printed copy of the rules, there would be very little retention.  However, if you create a minigame inside the main game that teaches the rules in a fun, simple, and step by step way the retention will be much higher.  People remember things if they have fun doing it.  Think back to your favorite activity from school.  I'm willing to bet it was some kind of game or similar activity that taught a lesson and you didn't even realize you were learning. 

Anyone over the age of about twenty  can probably remember playing Oregon Trail in school.  I know I can.  I can't remember most of my teachers names or much of what they taught us, but those days in the computer lab still stand out more than twenty years later.  That game taught me many lessons about history, survival, planning, budgeting, good decision making, and working in a team with others.  Lessons that I still remember today. 

3.  Low cost of failure.  If the cost of failure is too high you won't explore,  take risks, or try new things.  You'll get uptight and you think in very narrow ways. 

He goes on to say that there still has to be a cost, but it's got to be low enough that it still allows students to take risks.  I can see this in myself.  I've seen a lot of my friends complain that games are too easy today.  When I think back to some of the games I used to play, I would rush through a lot of them.  You couldn't save that often, the technology just wasn't there yet, and if you died you had to start over.    

If students are constantly worried about failing, they won't take chances.  When working on projects they focus simply on doing exactly what's needed to get a good grade.  I wonder what would happen in those instances if the teacher tells everyone that the class will pass this project no matter what they do.  Would the students take more risks?  Would they find different ways of doing things?  Would they put their stuff away and spend the rest of the period doing nothing?

4.  Modern online games have taken this to the next level by doing so collaboratively.  In some games players play in teams.  Everyone has different skill sets and you have to work together to accomplish a goal. 

Working collaboratively is one of the hardest things to teach.  Stop me if you've heard this before, "I can't work with _____, we don't get along".  Games can teach people that you don't have to like each other to work together.  Eeach person brings their own skills to the project and the group that succeeds the most is the one that makes uses of each person's unique skill set. 

But how can games teach things in say a history class?

Some games such as RPGs, role playing games,  have a very complex back story.  Game makers  even publish series of books to go along with the game to flesh  out the story.  In these stories the game worlds will often have very complex political systems that must be navigated by the player.  When players interact with certain sects, that can have repercussions throughout the world and hurt or help the players dealings with other groups. 

One of the things I have to teach as a history teacher is how nations interact with each other and those past interactions affect the world today.  This could be easily adapted to a game environment.  Why couldn't a game developer take the history of the dispute between the Palestinians and the Jews in the Middle East, change the names, add some fantasy elements, but leave the facts the same.  Students play the game and when they're done it's revealed they just simulated this conflict.  Maybe then give the really history in short cut scenes.  Students could then go to their history teacher with all kinds of background knowledge and questions waiting to be asked. 

But what about concerns about less social interaction between students?

Gaming, if anything, promotes social interaction.  Most people who play games prefer to play with groups of familiar people online.  Thanks to services such as Xbox Live, you can play with people all over the world and talk to each other while you play.  For example, my family lives about an hour away.  My nephews and I will play online with each other in Xbox live and talk to each other while we do it.  This way we're able to stay  in  touch and games are helping us do that.  They'll even play together as a family.   

The last thing I'll leave you with are these facts from the ESA, Electronic Software Association.  They did a study in 2011 of gamers to find out who was playing and what they were playing.  Below are some of the results of their study. 

  • 72 percent of American households play computer and video games.
  • The average gamer is 37 years old and has been playing for 12 years. Eighty-two percent of gamers are 18 years of age or older.
  • Forty-two percent of all players are women and women over 18 years of age are one of the industry's fastest growing demographics.
  • Today, adult women represent a greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).
  • Twenty-nine percent of game players are over the age of 50, an increase from nine percent in 1999. This figure is sure to rise in coming years with nursing homes and senior centers across the nation now incorporating video games into their activities.
  • Sixty-five percent of gamers play games with other gamers in person.
  • Fifty-five percent of gamers play games on their phones or handheld device.
  • Parents also see several benefits of entertainment software. Sixty-eight percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend to time together, and 54 percent believe that game play helps their children connect with their friends.


Electronic Software Association. (2011). Essential Facts about the Computer and Video Game Industry, 2011. Available at http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf

YouTube (2010).  Finding Your Science: What video games can teach our schools.  Available from: http://youtu.be/IMqA7PqHySk

Sunday, October 23, 2011

Using Wikis in the classroom - Blog #4

There has been a big push recently education towards project based learning.  Students are given a project to complete and are given near free reign to accomplish their goal.  The can work individually or cooperatively and the teacher is there merely to guide them.  The student becomes in charge of their own learning and education. 

A piece of free software that I find meets this criteria perfectly is called a wiki.  A wiki "is a website that allows the creation and editing of any number of interlinked web pages via a web browser using a simplified markup language or a WYSIWYG text editor" (Wikipedia 2011).  What this means simply is that a wiki is a webpage that users can edit easily.  The wiki is usually divided into categories and is easily searchable.  This could be applied in a number of ways in the classroom.  Take history for example.  The teacher divides the class into groups.  He or she then assigns the students a project on one battle of the Texas Revolution.  One their portion is done, they must visit the other groups page and check for errors.  Any errors are corrected and the changes are tracked for the teacher to see.  The students are teaching themselves.  Below is a real world example of a wiki being used in the classroom.



If you'd like more information on building a wiki for your class, please watch this:



YouTube (2009). How to Build An Educational Wiki. Available from: http://youtu.be/7q90qzQnfsI

YouTube (2009).  Using Wikis in the Classroom.  Available from: http://youtu.be/1pR5yogCmkA

Wiki. In Wikipedia. Retrieved October 23, 2011, from http://en.wikipedia.org/wiki/Wiki

Sunday, October 9, 2011

iPads in Schools - Blog #3

There's been a lot of talk recently about iPads and uses for it in schools. "The iPad is a line of tablet computers designed, developed and marketed by Apple Inc. primarily as a platform for audio-visual media including books, periodicals, movies, music, games, and web content" (Wikipedia, 2011). The Apple iPad runs a custom operating system developed by Apple for touch screens. Almost immediately after its release schools looked toward the iPad as the new tool for use in classrooms.

"'The iPad weighs something like 700g and everyone knows how heavy a bag of school books can be,' Mr Finn said" (Top Marks for the iPad, 2011, p. 20). An iPad could hold thousands of textbooks, articles, encyclopedias and still weigh next to nothing. The battery in the iPad was nothing short of revolutionary. Most laptops will only run two to four hours between charges. This means that any classroom with laptops would have to provide expensive power stations. "The iPad can go for ten hours without a charge. That will ensure it can be used seamlessly in class" (Top Marks for the iPad, 2011, p. 20). Then there's the apps. The App Store has thousands of apps, many of which are perfect for the classroom. There are language translation, flash card apps, math, vocabulary, and spelling apps just to name a few. The only downside is the price. iPads start at $499. While that is still cheaper than most laptops, it adds up quickly when buying them for students.

Many schools have started pilot programs to test the iPad out in classrooms.  Here is an example from YouTube.


Pros:
  • Lightweight
  • Nine hour battery
  • Access to Kindle book store
  • Thousands of apps
  • Easily locked down for security
  • Touch screen
  • Large screen size
  • Easy to install apps

Cons:
  • Price
  • No education discount
  • Only certain apps on general one iPads will work with a projector
  • Some apps are pricey
  • No easy way to sync 25 iPads
  • If dropped, can break easily
  • So small, could easily be stolen

Unfortunately schools really don't have an alternative to the full featured iPad. However, in the last few weeks there have been some interesting events. When HP decided to discontinue the Touch Pad they dropped the price to $99. This created a huge demand. Within three days of the price drop, you couldn't find a Touch Pad anywhere. Another development in the last week was the new Kindle Fire. Which, priced at $199, is $300 less than the iPad and still has many of the same features. Most schools are under a budget crunch which makes it difficult to justify buying iPads. As a result many are still looking for a cheaper alternative to the iPad.



Top Marks for the iPad as It Replaces Textbooks in Mayo School. (2011, May 30). The Daily Mail (London, England), p. 20. Retrieved October 9, 2011, from Questia database: http://www.questia.com/PM.qst?a=o&d=5049123067

iPad. In Wikipedia. Retrieved October 9, 2011, from http://en.wikipedia.org/wiki/IPad

YouTube (2011). School trades paper for iPads . Available from: http://www.youtube.com/watch?v=qUl1m8lVjdU