Thursday, February 09, 2006

Research # 13

Bibliography

Orry, J. (2006). 59% of teachers would consider using video games in schools. Retrieved Feb. 09, 2006, from Prodigious Gaming Web site: http://www.pro-g.co.uk/news/nid/2105/.

Abstract

This article is a pole of teachers that were asked if they would ever use video games in the classroom. A surprising 59% of teachers said yes. They think that they would be a good way to boost the cognitive process and use some hand-eye coordination. These teachers also think that games will help students learn topic specific information that they might want to take through their life with them. Also 53% of teachers said that would try to use interactive computer games in the classroom. This is promising information that could mean that many teacher will actually try the gaming in the classroom in the near future to see how it impacts the students and their learning.

Green Ink

I think that teachers, or atleast the ones that were polled, are thinking very modernly and maybe they are newer teachers there is no way to know. Teachers are seeing that students aren't interested in school, at least the majority, and they want their students to leave knowing something. Teachers really do try to get the students to learn information, but the way that the human brain works is to get the kids to get the good grade and then they can just forget the information. This is why we need to go above the human brain and go to technology because students seem to respond better to the technologies as opposed to the traditional styles of learning.

Research # 12

Bibliography

Gee, James . "The Classroom of Popular Culture." Harvard Education Letter. 2005. Harvard Education Letter. 09 Feb. 2006 .

Abstract

"Why is it that many children can’t sit still long enough to finish their homework and yet will spend hours playing games on the computer?" This quote is how the article starts out. Then it goes on to tell you why. The answer is because video games are tailored to all sorts of kids, the games can be changed and manipulated in so many different ways. This gives the kids options, as opposed to sitting in a classroom listening to the same teacher go on and on about the same boring stuff all the time. Games are obviously going to be more successful than any classroom because they are fun, but this article lets us know that there are mosre reasons than that that kids would rather spend hours in front of games than in the classroom. VIdeo games use a higher order of thinking which is good for kids because it makes them think and learn at the same time.

Green Ink

By the video games allowing the kids to pick their own start up options and other things like that, they are using multiple intelligences and catering to all differnt types of children. This is what teachers need to be doing and if they aren't going to than they need to allow the gaming in their classroom. Simply, if the teacher uses the multiple intelligences in a classroom everyday then every student should be learning and reataing information from class. However, that doesn't seem to be the case in many of the articles or I don't think that the gaming theory would be as popular as it is. The teachers need to take responsibility for their students and help them learn and use any resource necessary to make that happen. It might take some adjusting, but its either adjust to video games or adjust the entire way that you think is teaching. If the majority of the students don't get anything out the class, then the teacher is doing a terrible job and needs to find new ways to help the students learn. Here is a new idea, maybe you should incorporate it and actually teach your students something instead of wasting their time on stupid things.

Research # 11

Bibliography

CARLSON, S. (2003). can grand theft auto inspire professors? . Retrieved Feb. 09, 2006, from Information Technology Web site: http://chronicle.com/free/v49/i49/49a03101.htm.

Abstract

This article discusses and interviews to college professord from different parts of the country. They both agree that games do have a place in the classroom, and that teachers need to use them. One of the professors said: "Teachers and professors don't know what games are, or how to use them to their own advantage, she says. "At the worst they fear games, and at the best they are completely ignorant of them."" This is true of many of her collegues. The other professor that was interviewed really wanted to incorporatee games into the classroom because he felt that it would make the students more interested. He said: "Some young person is going to spend $50 on this, yet they won't take 50 minutes to learn algebra," he says. "I wanted to know why." This article also says that:"Research shows, Mr. Gee says, that people learn best when they are entertained, when they can use creativity to work toward complex goals, when lesson plans incorporate both thinking and emotion, and when the consequences of actions can be observed" Mr. Gee also says that gamesc cannot be the only tool used in the classroom, they need to be accompanied by other learning tools.
There is also a teacher that doesn't agree with games in the classroom, he says: "Horsing around with these games might teach problem solving, but you don't learn anything about the world," This article gives both the pros and cons of teaching with technology.

Green Ink

I think that this article does a great job showing both the pros and cons of the situation. It also shows that Mr. Gee who is the leading contributor to gaming in the classroom was skeptical in the beginning until he saw his son playing games about mythology and then reading books and about it and writing about it. Then a light bulb came on in his head, and he realized that games could actually help teach kids and hold their interest so that they actually care about the subject that they are learning. It is very true that we have to go to school, then college if you want a good job, but couldn't it be a little fun? And in the process if you actually retained information from year to year, wouldn't that be even better? I know that I barely remember anything from last year's classes and that was just 12 months ago. Something needs to happen so that students get some sort of information that they can carry on with them from year to year or out in the real world after their schooling is finished.

Wednesday, February 08, 2006

Research # 10

Bibliography

Sullivan , A. (2004). Video games teach more than hand-eye coordination. Retrieved Feb. 08, 2006, from CTAP Web site: http://ctap1.org/article.php?story=20041201083632349.

Abstract

This article is about how many businesses are now using video games to train them for their jobs. This is a new way that many facets of the world are using to educate and help future employees. This includes students because they are all hopefully going to be future employees somewhere in the world. The video games now can help students prepare for the future. Also, they can help the students understand the lessons that the teachers are trying to teach because games tend to hold kid's attention for longer periods of time than lecturing. This article also discusses certain games that are not very beneficial of learning or education of any sort. This is a short article that gives a brief description of how the new age of technology is impacting the world that we live in.

Green Ink

I think that video games are going to be a great tool in the future and slightly in the present. We just need to get more people in higher power to realize that video games can be helpful. More and more people are actually understanding that a more fun way of learning and educating is more likely to hold the attention. Also, more of the retaining of information happens when the learning process is fun. It is also good to know that there are games out there on the market that are not very helpful and cannot be used in any sort of learning atmosphere. Most games can be used for something either in the classroom or out in the battle field. Video games are the learning style and tool that our kids are going to be using in the classroom.

Research # 9

Bibliography

Hostetter, O. (2002). Video games - the necessity of incorporating video games as part of constructivist learning . Retrieved Feb. 08, 2006, from Game Research Web site: http://www.game-research.com/art_games_contructivist.asp.

Absract

This article discusses how kids have been playing video games for years upon years and that they were never seen as an educational tool. Also, Mark Prensky discovered 10 ways to incorporate cognitve thinking into the classroom use of video games. They also show how to use these parts of the brain that they are using the video games in the classroom. These are the reasons that video games can be used in the classroom because studies show that the ways that the cognitive part of the brain is increasing. Prensky also gave 10 standards of how to decide if the software for a video game is classroom appropriate and is going to be useful. These 10 software hints are great to use for teachers that might not be very technologically gifted. Teachers need help in order to be able to use the technology in their classroom.

Green Ink

I think that the use of the software guide is great. As a technologically challenged person, I really appreciate the chart of guidelines. This makes it so that the teacher can actually buy and use the correct type of game to benfit their class. This is half of the battle of incorporating the video games into the classroom. If teachers felt more comfortable with the games themself and that they could be helpful than teachers would be more apt to use them without as much hesitation. I think that these guidelines might help the more traditional teachers transition into the new age of teaching. The transition is really hard for teachers to make because it is a very different style of teaching than the way that they were taught.

Tuesday, February 07, 2006

Research #8

Bibliography

Tomei , L. (2001). The virtual tour: a web-based teaching strategy. Retrieved Feb. 07, 2006, from ISTE Web site: http://www.iste.org/inhouse/publications/ll/28/6/06t/index.cfm?Section=LL_28_6.

Abstract

This article discusses the beginning of the computer age in the classrooms. It also talks about the integration and the problems that can occur in the beginning of the process. It is a slow start, but in the end it seems to pay off. There are 5 different key ways to make the transition easier to make. The 5 are: analysis, design, development, implementation, and evaluation. These are the ways that teachers have used to make what people are saying works easier. Since they have to give new things a try they have established a 5-step process to transition.

Green Ink

These 5 steps are a great idea to incorporate new ideas into anything. These steps can be used in anything or for anything, it just happens that they would work for incorporating video games into the classroom. Video games as educational tools is still a new idea and there need to be step processes to make the transition easier on everyone involoved. Not only the teachers have work to do, but if they don't do the work ahead of time than the students will not learn anything from the games anyway. The teachers need to be organized in order to teach anything.

Research #7

Bibliography

Prensky, M. (2004). How kids learn to cooperate in video games. Retrieved Feb. 07, 2006, from http://www.marcprensky.com/writing/Prensky-How_Kids_Learn_to_Cooperate_in_Videogames.pdf.

Abstract

This article is not used in the classroom, but I think that it could be. These kids play games and they learn about business tracnsactions and how to be successful in any business. This particular game teaches kids to work together and use the teamwork to be successful. This is an important lesson for children of any age to learn. This game also has the potential to be not helpful at all. The option is for the kids to just go around and not do anything of substance. This game can also offer uses for the digital world and is helpful for elementary and middle school children for many reasons.

Green Ink

I think that this game in particular is great because there is no way that the kids could get bored with it. They can use it in the classroom for educational value and for teamwork and when they get home they can use it as a chill out game. These are the type of games that they need to be making so that students won't get bored with them. I also like the idea of learning to work together for a common goal and to achieve success. This is a great life lesson that every child should get while they are in school. In order for games to be successful and helpful they need to offer many different types of things that the kids can use. This game incorporates teamwork, business, and how to live day to day. These are all things that everyone should learn and they are better to learn when you are younger.

Research #6

Bibliography


Shreve, J. (2005). Let the games begin. Retrieved Feb. 07, 2006, from Edutopia Web site: http://www.edutopia.org/magazine/ed1article.php?id=art_1268&issue=apr_05.

Abstract

This article takes us through the struggles of a teacher that has students that have failed his class before and now they are back again. He had to think of a new way to reach the students, so he spent time thinking of what he could do to get the students interested. He decided to bring a video game into the classroom and give it a try. When it came time for testing, his students all had significant grade imporvements. He decided that it was because they were having fun while learning. This teacher learned that games work to improve learning, but schools don't have the money to pay for all of the equipment and software for the games. That is the one huge downside to video games that is described in this article. They also gave the example of an elementary school where they are playing shopping games to teach the students the value of money and to get an idea of how much things cost in the real world. These two teachers both tried new ideas by adding the games to their classroom and they both saw great results

Green Ink

I think that history classes are probably the easiest classes to incorporate video games into which is the teacher that had all the failing kids. There are a lot more games out there about wars and stuff than there are about cells and science. That is why it is important to have those interactive programs that incorporate all of the subjects. I think that it is great to have the younger kids figuring out how to spend money and how much each type of money is worth. It is much better than looking in the math book and using examples that aren't even physical. Most kids are visual learners and hands on learners and video games give them a chance to do that while learning at the same time. If the teacher can incorporate the games into the classroom and make them make an impact on the learning than I don't see why they can't be there. I know that the money is an issue, but if the kids are going to be learning more and retaining it than I think it is worth the money

Research #5

Bibliography

Xiang, S. (2005). Kids, video games & the classroom. Retrieved Feb. 07, 2006, from Connect For Kids Web site: http://www.connectforkids.org/node/3291.

Abstract

This article discusses how media affects us in every aspect of our lives, so why not education? There is a gaming trend called the Multi-User Virtual Environment(MUVE). With MUVE you can look at the Smithsonian museums and do science projects right on the computer. These are some of the most basic types of video games in the classroom. That is a problem, we need to challenge the students and give them games with more depth. Prensky was interviewed for this article, he has created more than 50 educational video games. He feels that video games reach many of the children, but still we are not reaching all of them. This is closer than just textbook teaching, but not perfect. Prensky also thinks that the video games will benefit the children that aren't very motivated to learn.

Green Ink

I agree that if video games are going to be used in the classroom, that they need to challenge the student. They aren't really doing a very good job if all they do is provide entertainment. The whole point is to get the kids to learn while having fun. These games need to have more depth and skills in order to be used. I also think that the MUVE is good because there aren't a lot of games out there that support science use and with MUVE you can use science and still make it fun. Every subject should be incorporated into games, so that students and teachers both have the opportunity to use the games in every class. It isn't right to have just history classes and business classes being able to use games. It is also important to keep in mind that the games aren't going to reach every student, and that they all still need to be taught, so games can't take over the classroom.

Research #4

Bibliography

Wright, S. (2003). Education arcade zooms in on games in the classroom. Retrieved Feb. 07, 2006, from News Office Web site: http://web.mit.edu/newsoffice/2003/educade.html.

Abstract

This article is done by MIT students and professors. It gives a broad overview of how video games are changing education at all different levels from elementary school all the way through the college level. There is a concern that students will not find video games as fun if they are using them in school. However, they still believe that games are the right direction to be heading in. There is a new website developed by microsoft called Games-to-teach which is an interactive site in all subjects to get students interested. This site can be used by students from the middle-school level thorugh the college level. Their hope is that students will stay interested in the games even if they are being used for educational purposes.

Green Ink

I think it could be a concern with the kids maybe losing interest in video games if they are used in the classroom, but I hope that doesn't happen. This could be a great way to teach lessons in a different way. That is what schools need, is to find new ways to teach so that kids don't get bored. They shouldn't only use games, there should still be textbooks and lectures and the games used also. The Games-to-teach site sounds great because it isn't a game that the students will be playing at home, but they can still learn and not get bored or get too much of it. It is a good idea to have some games that are only used in the schools and others that are only used at home.

essential question revised

How are games and newer technologies more interesting ways for students to learn, and why do they prefer to learn through these techniques?

Monday, February 06, 2006

Research #3

Bibliography

Vitka, W. (2005). Video games in the classroom. Retrieved Feb. 06, 2006, from Gamecore Web site: http://www.cbsnews.com/stories/2005/05/17/tech/gamecore/main695717.shtml.

Abstract

This article is a report from a seminar about if gaming is efficient in the classroom. There were a few teachers that tried to think out of the box and gave games a try. They had a hard time proving their point to the more traditional teachers. They also said that most students are using video games at home anyway, and that it wouldn’t be a bad idea to give them a try in the classroom. Some teachers struggle about how to adjust to the different pace that technology has versus their normal methods of teaching.

Green Ink

I think it is great that some teachers are willing to incorporate games into the classroom. This is a great step in the right direction. I think that students will respond well to this and learn more. It’s a tragedy that there are so many teachers that are stuck in their ways and won’t give new things a chance. It is also a shame that these teachers feel threatened by the new technologies. Again, this article states that even the games are just a tool, and that there needs to be some teaching going on too or the whole thing is pointless. The teachers that incorporated game into the classroom found that it worked and that the students were getting more out of the lesson than before. They also found that the students could recall the information that they learned well after the lesson was over. This is a great step in the right direction of education. These teachers want to continue using games to reach the students because they work. The problem that the traditional teachers had with the games was that they felt that the integrity of the classroom was at risk. They still wanted to be teachers and use their methods of teaching because they think that those are the best ways to teach, not use something that is fun for the kids at home. They feel that the video games should be left at home and they should teach traditional ways in the classroom.

Research #2

Bibliography

Gee, J. (2004). Video games in the classroom?. Retrieved Feb. 06, 2006, from The Chronicle of Higher Education Web site: http://chronicle.com/colloquylive/2003/08/video/.


Abstract

This article is in the question-answer format where James Gee answers questions that concerned people have about video games being used for educational purposes. He talks about how while the child is playing the games they have no clue that they are learning; they just think about beating the game. Gee doesn’t see this as a problem as long as the children are playing games that can have some sort of educational value. He also brings up the point that mostly only boys play video games; he would like to see more girls get into the gaming world. There is an example that he brings up about Pokemon cards and how they are made to be interpreted by high-school level kids, but little kids are using them and learning from them. The problem with the Pokemon cards is that schools are banning them because they are seen as a distraction.

Green Ink

This article is interesting because you get to see what the public really has for concerns and if video games can actually be used as an educational tool. Gee makes a lot of good points. In order for games to be a good and useful tool, everyone needs to be involved not just the boys. He also makes the point that the game isn’t teaching the students anything; it is simply a tool that can help them achieve knowledge. This is something very important to keep in mind. One of the greatest benefits of video games is that the student gets to create exactly what they want to have happen. This gives the child the power that they desire. Also, it shows that if they were being taught in the right way they might want to take charge of their education and learn more. Students really want to learn; they just don’t want it to be a boring experience for them.

Research #1

Bibliography
Chaptman, D. (2004). Video-games in the classroom. Retrieved Feb. 06, 2006, from Wisconsin Technology Network Web site: http://wistechnology.com/article.php?id=513.

Abstract

This article discusses how teachers need to be aware of how students like to play video games. Teachers need to accept that students want to learn in a way that they think is fun and hold their attention. The problem with the teachers is that they were not raised with the video games and don’t understand what is so great about them. Video game programmers are working to make them more education-based to benefit the students. These games challenge the students more than the average video games. Programmers have also made these games incorporate more skills and challenge the gamers.

Green Ink

This article makes sense to me because if the programmers can create games that challenge the minds of the students it would be good. These games are being made specifically for the purpose of education. They are creating games that take you through the life of a cell and through World War II. These games should entice students to play, but also learn at the same time because of how they are created. Video games make learning fun for students, so they are more likely retain the information. The goal of education for teachers is to get the information into the long-term memory.

essential question

How are games a more interesting ways for students to learn, and why do they prefer to learn this way?