Nov 202009
 

I’ve recently been reading quite a bit about games in education. The ECT program at Steinhardt has an entire course on games, and I have to admit I’m not all that keen on them (simulations are, in my mind, a different but related genre, by the way). It’s not because I don’t think they have value; I absolutely do. And it’s not because I dislike playing them; while I would never colour myself with the Gaming Crayon, I definitely like to play, but rarely for extended periods. After an hour I tend to lose interest, and I’m not sure why. However, I will admit to having spent more than my fair share with the Nintendo Wii (which I specifically did not buy because I knew I would never study), and my all-time game definitely has to be Tetris. I’m also a big fan of the classic ’80s Atari games like E.T., Frogger, and PacMan. I like playing games more with other people than by myself, and I definitely see their social value. Many of the articles I’ve been reading for Frank’s class have lauded educational games because of their problem-solving features, their adept story-telling and story-weaving, their promotion of positive emotions, and many other features that help explain, on a cognitive psychological level, why games help foster learning. And I understand that games can be totally, wildly fun and involving and still teach. I get all of this, and for the most part, I agree with it.

If you had asked me a few weeks ago why I don’t think games will be big in schools, I probably wouldn’t have been able to tell you why. I simply haven’t been able to articulate the reason why I don’t think they will ever really be incorporated and integrated into schools.

Until now.

I read this article by Constance Steinkuehler at the University of Madison-Wisconsin and Dmitri Williams at the University of Illinois: “Where Everybody Knows Your (Screen) Name: Online Games as ‘Third Places’.” (BTW, you can see the article with my highlights and annotations via Diigo here, in case you are interested.) The article is about how online games, in a social-networking kind of way, provide “Third Places” for users to hang out, share, explore, and learn. I totally agree with this comparison. The article goes into depths comparing various games and users to the definition of Third Places as defined by Ray Oldenburg in The Great Good Place: Cafes, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community.

The epiphany happened for me when I read this quote (emphasis mine):

First and foremost, third places are defined as neutral grounds where individuals can enter and leave as they see fit without having to ask permission or receive an invitation (as one might in a private space) and without having to “play host” for anyone else. Compare, for example, weekday attendance at the workplace to happy hour attendance at the neighborhood tavern. The former is a second place, marked by financial obligation and rules that structure who is expected to be where and for how long; the latter is a third place, marked by relative freedom of movement. [. . . ] To oblige any one person to play requires that explicit agreements be entered into by parties (much like making arrangements for a recreational team sport), since the default assumption is that no one person is compelled to participate legally, financially, or otherwise. Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency “farmer” for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in.

Do As I Say by Viewmaker
Attribution-NonCommercial-NoDerivs License

And then it hit me: I think this is why we will never see games take off in current schools. The game cannot be the Third Place because school is a Second Place. Students are required to be there, required to participate, and marked by rules that structure it.

So, it’s my current belief that until schools are reformed into neutral grounds marked by relative freedom of movement, we’re not likely to see games become something big within them.

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Nov 062009
 

I’ve been a fan of Jeff Utecht‘s for some time, and having worked in the EARCOS region for several years, I was eagerly anticipating his post where he would share his latest conference idea: a tech cohort within the EARCOS Admin Conference. You can read all of Jeff’s reflection here, but what really stood out to me is what he said about engagement and presentation being so key in the use of the backchannel chat. Basically, during the first keynote session, the backchannel chat was off-topic and active. The second day: a completely different scenario — the backchannel was on-topic and relevant to the presentation.

To me it was a fascinating look at how engagement and presentation of information leads to learning. It also leads to the discussion in the classroom why some teachers stuggle with students getting on Facebook and others don’t have any trouble at all. Here were administrators who came to the second keynote with all intentions to “screw off” in the chat room…and yet they found the information and presentation so engaging that it didn’t happen.

What Jeff says about engagement and presentation being key to learning really resonates with me. I have been reading about several different cognitive theories of learning and how they apply to using technology in education. Gavriel Salomon was one of the academics (in the ’80s and ’90s) who was saying pretty much what Jeff just narrated: that technology itself cannot simply imply the learning, but that mindfulness needs to be applied for it to be relevant. It sounds like what Jeff is saying in his post is that in the first keynote, the content was not engaging nor presented as something for learning — and therefore the backchannel chat was not aiding learning, either. But on the second day, the keynote was all of these things, and therefore the backchannel was, too.

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now what? by dak under CC 2.0

This is part of the reason that I get a bit concerned when educators look to that next “great tool” to help them with all the learning in their classroom. At times I wonder if they want the tool to do all the work for them, as if the tech or media itself will facilitate learning. While this is sometimes true, particularly with software that has been developed specifically for learning, most of the time we are taking tools which have been created with other goals in mind – such as productivity, or content manipulation, or sharing ideas – and trying to make them fit into our learning goals. I don’t necessarily see this as always being a bad thing, but sometimes I feel like the learning is lost at the expense of the tool, because educators are not mindful of the environment needed for learning. As Saloman, Perkins, and Globerson (1991) said, “One can plan, design, experiment, and simulate in ways not possible until now. But does this partnership make students any smarter, better skilled communicators, or better skilled learners (or alternatively, less skilled) as a result?”

In turn, what this means is that without mindful, pedagogical use of a tool on the part of the teacher, we then get students who use tools just for the sake of using them, and not in a way that is mindful. This applies, I feel, whether we are talking about Voicethread, or GoogleDocs, or a calculator. They are all tools that allow us to redefine or restructure the learning task, but they do not implicitly demand effort of our mental processes. It is reminiscent also of this conversation on Wes Freyer’s blog, about how simply having the technology does not mean that students are going to learn.

One of the things that drives me most crazy is when a teacher comes to me saying, “I’ve just heard about this great new thing called [fill-in-the-blank]! It sounds so great! How can I use it in my classroom?” I know that often my colleagues come to me because I seem to be using all sorts of “new cool tools” that perhaps they are not, and so they come to me in earnest, wanting to know how they, too, can enhance learning in their classrooms. But asking a question like this is putting the cart before the horse. What many of these teachers do not realize is that I arrived at that “new cool tool” by asking the question the other way around: “Hey, I really want my kids to be able to [fill-in-the-blank] by the end of this unit. What kind of tool will facilitate that?” … and thus begins my search. And whatever “new cool tool” I’ve used, I’ve tried to support it with scaffolds, differentiation, and mindful learning activities that allow students to think and reflect about what they are learning. I’ll readily admit that it’s not always successful, and I usually can tell right away when I’ve chosen the right or wrong tool for the job, but my learning is a work-in-progress, too, right?

So really, what I wonder is, technology aside:

Where is the meta-cognition in our teaching and learning? When are we thinking about thinking? When — and how — are we asking our students to do the same?

Reference:

Salomon, G, Perkins, D.N., & Globerson, T. (1991). Partners in Cognition: Extending Human Intelligence with Intelligent Technologies. Educational Researcher 20(3), 2-9.

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Oct 102009
 

From Clark and Salomon (1986):

General media comparisons and studies pertaining to their overall instructional impact have yielded little that warrants optimism. Even in the few cases where dramatic changes in achievement or ability were found to result from the introduction of a medium such as television, . . .  it was not the medium per se that caused the change, but rather the curricular reform that its introduction enabled.

I am Here for the Learning Revolution by Wesley Fryer
Attribution-ShareAlike License

This is why, in my opinion, the state of education is so sucky today. Our (educators’) use of technology for learning is hampered by the glass ceiling of curriculum. Only when the curriculum changes will dramatic changes in learning occur. Currently, too many schools are trying to fit square pegs into round holes; that is, teachers are using fabulous technology (IWBs, Tablet PCs, iPod Touch, VoiceThread, and more) to teach curriculum that is still content-based.

These technologies should be reforming curriculum. Why aren’t they?

How can we move this forward? How can we change curricula so that it allows teachers and students “dramatic change”? What is standing in the way, and how can we overcome this obstacle?

Clark, R.E., & Salomon, G. (1986). Media in teaching. In M. Wittrock (Ed.), Handbook of Research on Teaching (3rd ed., pp.464-478). New York: Macmillan.

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 10 October, 2009  Posted by at 4:42 pm change, Education Philosophy Tagged with: , , , , , ,  3 Responses »