Tuesday, September 29, 2015

Digital Blog #E- Chapter 7


Picture By- PixaBay

When it comes to talking about Games and Learning usually most would believe they are two different categories or fall on opposite side of the spectrum. Chapter 7 problem solving with software, Apps and Games gives different perspectives of what a usual person would think about these two topics. Three concepts that are worth discussing are the debates that go on about games and gaming, the way some computer system act as tutors, and lastly the positives of a stimulation game.

 I want to begin by discussing the debates that go on between games and gaming. A statistic provided by the textbook is that the video game industry has grown to be 10.5 billion dollars. Parents and even some teachers believe that video games and computers are taking away from the child’s learning because they are a distraction. Also studies have shown that kids lack some social skills. On the other hand others think there is a lot of value in video games and computer programs because they provide and promote science math and have historical content. I feel like in these things there should be a balance not too much time in playing video games and not just making the child read and write for everything they do. I believe there should be boundaries. I think the question I struggle with is when does one know when and how to set boundaries to the child? In my opinion I feel like a child is not just learning science or historical content in video games but they are learning hand coordination and in video games most of the time there are instructions a child has to follow, and it as well teaches children accomplishing goals because that’s the whole idea of a video game to see if one can make it to the next level. I as well believe that even though it can provide benefits video games can only cover so much and a child needs to be able to put the video games away and read a book or read a chapter from their science book and do some math problems. Video games will not go into so much depth. Finding a balance where a child is absorbing information both ways is good, it helps them enjoy learning and not get bored. But I also believe if he or she is spending all the time on the computer it impacts their social skills to the lack of interaction and many things in these games are not focused in promoting educational content they might have some educational information but some are based on violence and some sexual themes, which as an educator I don’t want one of my students thinking it is okay to act certain ways because they saw it on their video game; that is not the goal. Ultimately it is the balance not too much behind a screen playing halo but not making a child do everything old fashioned style.



On that note I want to discuss an educational way that a child can use the computer, this is called Intelligent Tutoring system. The definition in the text book are powerful, new software programs that promote inquiry learning through computer responses to student actions. The program will evaluate what the child knows and what they need to improve in. In my opinion kids learn a lot through these type of programs. For example currently in my math course the homework assignments are online. You have to solve the problem but the program gives options to see if you understand. It allows me to have a help option or give an example on how to solve the equations. The program as well lets me know if I got the answer right and when the answer is wrong it gives an explanation. Through this program I have so far passed my test and quizzes and therefore I strongly believe in Intelligent Tutoring system. Not all the tutoring systems are like my homework assignments but if it is modeled in this certain way it can achieve a brand new level of comprehension to a child, or young adult. I believe this type of programs are successful, because it doesn’t only impact a child but many courses in college such as biology or math have an Intelligent Tutoring System that helps the student study and reinforce what they do not understand.

Lastly ending a concept that as well impacts everyone all ages is a stimulation game. A stimulation game is in a simple definition is a game where the player is in maybe a real world situation and stumble upon conflict in which they have to figure out and know the consequences of the decisions they took. In this type of game stealth learning is going on. Stealth learning is when one learns and do not realize that they are.  This is another concept I feel a teacher can incorporate technology have the child learn without making the child think that they are actually learning. I want to give an example, in my business class there is a stimulation game which we have played in the past. The concept of the game was to market a product and service. In order to market the product or service the player had to conduct interviews and basically do the research before they can actually begin to market. The concept of the game was of course different than of a child’s but the feature of stealth learning was there. From that stimulation games the class learned some skills in how to go about when approaching people and conducting interviews. This type of game has many benefits first of because when you make a child think they really aren’t doing work and they're just playing a game it is a win win. This is because as an educator you can get through a child and make sure he or she is learning and as the student it isn’t a concept forced upon you. Therefore stimulation games are a really great thing to add in a lesson plan and overall have a win win. 

CHAPTER7 - Created with Haiku Deck, presentation software that inspires

 Can Video Games Make You Smarter? (2014, January 19). Retrieved September 30, 2015, from https://www.youtube.com/watch?v=OOsqkQytHOs
 
Free Image on Pixabay - Girl, Books, School, Reading. (n.d.). Retrieved September 30, 2015.

 Free Image on Pixabay - Player, Video Game, Boy, Computer. (n.d.). Retrieved September 30, 2015. 
 G, I. (2015, September 29). CHAPTER7. Retrieved September 30, 2015, from https://www.haikudeck.com/p/9ed8PixncR/chapter7
Maloy, Robert, Verock-O’Loughlin,Ruth-Ellen, Edwards, Sharon A., and Woolf, Beverly Park (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, In


1 comment:

  1. Balance continues to be an important characteristic of the various technologies we are exploring...and yet, that is a reflection of life, as well! :) Regarding gaming, there are some that are simply 'drill and kill' and though there is a place for them, the real benefits of gaming might be more like those simulations where problem solving is required. I like your Haiku - one of my favorite tools due to the focus on the visual.

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