Running Head: Journal
Entry 2
Journal
Entry 2
Andrey
Murphy
January 31,
2014
Institutional
Affiliation: VCC
Objective:
Since the introduction of the
Nintendo Wii into our household we, as a family, have been struggling with our
kids spending way too much time playing different video games. It has almost become their obsession, while
their responsibilities such as homework and music practice was ignored and
their house chores were left to us. This
reverberates across the nation as families struggle with “setting limits around video game use” (Bean S.). What seems to be a useless waste of time is turning
into a full-time occupation for the kids as they spend upward of "more than 53 hours per week in front of a screen-more than a full-time job" according to Kaiser Family Foundation. The easiest response from us as parents might be to restrict the games usage completely, or is there a better way to redirect their addiction? If a child, by the time he is 18, had accumulated enough time as he would to graduate from a college, could he spend this time completing a degree playing video games? Would we as parents then support our kids in spending time in front of TV and computer?
If college were designed like a video game, everything in the environment would be designed to promote change (i.e., learning). (Bowen J.A.) With that in mind, I've been captivated as I was reading through the assigned chapters. However, having read this statement and comparing it to the realities of life made me wonder if this idea could very well become a reality in my teaching career.
If college were designed like a video game, everything in the environment would be designed to promote change (i.e., learning). (Bowen J.A.) With that in mind, I've been captivated as I was reading through the assigned chapters. However, having read this statement and comparing it to the realities of life made me wonder if this idea could very well become a reality in my teaching career.
Reflective:
I used the term “Games” in relation
to college teaching and my wife frowned in disbelief. From her reaction, I thought that I better
start giving an explanation as to what I meant. Yes, games, but geared towards education. I was pumped by the ideas in the “Teaching
Naked” textbook by J.A. Bowen where in Chapter 4 he writes that “Empirical evidence confirms that the
combination of high expectations and low stakes (exactly the condition of a
good video game) matter for learning”. As
the high expectations and low stakes idea stood out in my mind I was taken back
to my college years as a teenager. The
task at hand was a very hard final exam in an electronics class. Out of 30 students in my class, all 30 had
failed on their first attempts.
100% failure was something unusual back then but the outcome was shocking;
everyone was to retake the final exam until everyone passed it. Five attempts later and half of the class
passed the test. After the 10th
time, we weren’t scared of the outcome, those who left to re-write it were
curious as to what we did wrong, spending sleepless night studying and the
whole exam turned into a “high
expectations and low stakes” game. Our instructor’s intention was to make us
understand the subject and not to memorize the facts. My curriculum could be set up in a game-like
manner where the students progressed from low to high levels of cognition
without the fear of failure, knowing that after trying and completely
understanding what is required of them they would reach the next level.
Interpretive:
At this point in the course, it is
somewhat hard for me to see how a curriculum could be set up in a game-type
pattern, but one thing I am sure of is that it’s well worth trying. When my kids are enquiring among their friends
about the next great game, they often proceed based on the feedback from their
peers. I would be thrilled if the new
students coming into my class had already been acquainted with the course from
the start by receiving positive information from their peers. Right from the beginning, this would create an
atmosphere of trust since the students realize that they are there to learn and
not to be tested daily, and at the same time ease off any tension that the
students may have. While taking PIDP3240
online, I realize that the course reminds me of a game which is fun to play. I am free to play this game at any time I want,
moving within different game levels which are Facebook postings, finding
articles, creating blog posts, etc. What
I enjoy about it the most is that I am in control of my own time. Having the
ability for the students to discover information on the subject gives me an
idea that the students can actively participate in the class rather than
passively absorb the knowledge. Having
technology out of the classroom opens up new horizons where the participants
could spend their own time preparing for the next class, allowing more
classroom time for the hands-on experience, which is greatly lacking in the
current teaching environments.
The simplest and
most basic use of new communication technology is to create class time for
engaged learning: every announcement,
clarification, or reference that can be done electronically frees up class time
for interaction and discussion. (Bowen J.A.)
Presenting the information using podcasts
or video lectures will make it more convenient for students to refresh their
knowledge at their own convenient time. As
in any video game, the final exam becomes a final level in the course outline
and only those who gain the skills and knowledge in the lower levels will be
able to beat the final level.
Decisional:
Being at the crossroads of my career
- whether to go into teaching full-time or not, having this new idea of having
a game in the class could also be a game changer for me. I am game now, especially since I might be
setting up my own courses which will allow me to have direct input on the
course materials as well as the presentations. I am excited about the prospects after being
introduced to new methods of teaching using available technology. Having been introduced to a more exciting way
of teaching through the simple introduction to a game-like classroom I can see
some good opportunities since the “online learning in US grows faster than
overall PSE enrollment” (Academica Group. 2014). To reverse this trend, a new way of teaching
is coming into the colleges and I am thrilled to be on the forefront of it,
whether it is through a blend of in-class and online or fully online. I wonder if the time is coming when a
conversation in a family on what the kids are playing and how much will become
an agreement among everyone, since they will be learning instead of just
playing educational games. This is the
same game I am playing now by taking this course, and I am finding myself
spending my online time on learning the course.
References:
Bowen J.A. (2012). Teaching Naked. How Moving Technology
Out of Your College Classroom Will Improve Student Learning. p.93
Bowen J.A. (2012). Teaching Naked. How Moving Technology
Out of Your College Classroom Will Improve Student Learning. p.105
How
to Set Limits Around Video Game Use. By Sara Bean, M.Ed. Retrieved from
Online learning in US grows faster
than overall PSE enrollment. January 31. 2014. Retrieved from http://academica.ca/top-ten/online-learning-us-grows-faster-overall-pse-enrolment
Hi Andrey- Great topic for Journal #2 - we are having the same battle in our house, that is the battle of the Ipads and who can get to it first ; ) I agree with you that educational video games are exciting both for parents and children as it relieves the guilt of kids spending time on portable devices.
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