Wednesday, January 30, 2013

Video Game Seduction Secrets

Compelling findings:
- intrinsic desires
- motivations
- "with games, learning is the drug"
- master skills
- constant progress
- continually evolving change
- autonomy
- games notice
- established reward systems
- elements of the unexpected to stay compelled
- disproportionate feedback

Gaming and learning.

There are many similar characteristics between gaming and learning. Some of the same things that motivates us, enthuse us, and intrigues us about gaming can be applied to learning. In learning just as in gaming, you want specific motivators, constant reminder or progress, rewards for advancement, excitement in reaching or mastering a new level, and feedback that is conducive to the skills being mastered.

With gaming being so prevalent in a large billion dollar industry, educators have to adapt and implement. Adapt to the changing learning patterns of a generation of students who are born into the constant use of technology. Adapt to the consequence it has on their attention spans, the way they learn, and how they comprehend. Implement a full proof lesson with these advantages/disadvantages in mind. Implement gaming as a resource and not an "activity". Implement the concepts associated with gaming like those listed in my findings above.

Learning and gaming.

Innovative.

Fun.


Top Ed Picks for 2012

Top Ed Picks for 2012
Choice 1: e-Mentoring for Student Success -----> http://newteachercenter.org/services/emss

eMSS is a very intricate program designed for new teachers. A well thought out initiative that is now being used world wide for mentoring teachers in math, the sciences, and even special education instruction. eMSS aims to increase retention of teachers in those subject areas because so many schools nationally lack educators in those fields. The program has an online community, offers free services, and provides information for products and resources. The goal of the program is to of course increase teacher retention but also to encourage new teachers, build expertise, and professional development and growth.

Top Ed Picks for 2012
Choice 2: Turnitin Leading Plagiarism Checker ----> http://www.turnitin.com/

I was first introduced to turnitin.com my senior year of undergrad at Auburn University. I had no idea why my professor wanted us to submit our papers and other writing assignments to this website. After a little research, it was all too clear. No one wants their work copied or stolen. In addition, doing so is wrong and turnitin matches whatever you submit to other writings in the database to ensure it is indeed YOUR written work. Aside from the obvious plagiarism check the site is known for, it can be used for grading, rubrics, and other resources. They offer resources and products as well as training and support. It is easy to navigate the website and setting up an account is user-friendly and simple.

Thursday, January 24, 2013

Gaming saves lives...no, wait...could this be an epic epiphany?! YIKES!

  •  Can play and learning be combined?
     Now how crazy is that we can possibly even phanthom the thought of fun being associtated with learning? There can't be a way to make learning that interesting through "play". Well, I am one those people who truly believe the over used cliche' that learning is FUNdamental (more emphasis on the FUN)!
    Yes, of course! Yes play and learning can be combined. Playing is a part of growing up. Learning is a part of continued growth. The two together makes for a world where we learn things through a process that just makes sense. It makes sense to enjoy learning. People do better with things that they enjoy. Students are more engaged when they are having fun learning what is being taught to them. So yes, of course playing and learning can be combined. The absolutely wonderful part about the idea is that if it is done efficiently then students all over would never have to worry about learning again. Why? Because they can simply "play"! Well, that may be a bit over zealous but I really believe gaming for learning can and will revolutionize education.
  • What role does acknowledging progress play in successful gaming and is their transfer to education?
    We are all human. Humans like praise. Humans like gratification. Humans like to feel fulfilled. And most of all humans like to be acknowledged. In a game, a gamer can feel all things when they progress from level to level, stage to stage, or round to round in their games. The acknowledged progress sparks this inner motivation to continue to see what is next, if they can do better, or how they can advanced rationally. 
     Acknowledging progress in education is a must. Maybe I am thinking far fetched on this one but acknowledging progress and the lack their of are things educator should do frequently. Whether it is with a point system, star chart, classroom rewards, or let's not forget the simplicity of just saying "Job well done!" or "You'll do better next time!".  In gaming, you can recieve rewards, they are music and specific sounds for advancement/progress while playing, and some games offer bonuses, lives, or power ups with progress. Transferring such behavior to education should be effortless. Yes, effortless. I use the word in the sense of making a tranisition to incorporate something similar to the acknowledging progress process will take consistency, creativity,  and discernment. Students are already learning a plethora of things through and by gaming! Let's cut to the chase....fuse the tenets of gaming with the urgency to relate to and reach our students and the transfer already has grounds to be very effective. 
  • Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.
    Amazing how we feel like such better people when are gaming oppose to in actual reality where we live and thrive daily. I was immediately reminded of the movie Surrogates with Brice Willis as I listened to Jane describe the four things that makes us "virtuosos". Funny though that in this world that is completely fabricated we find ourselves displaying actions and having characteristics that we may not have otherwise. The VIRTUAL world infringes upon us VIRTUALLY non existent traits that makes the gamer feel like a VIRTUOSOS optimist with impeccable social skills portraying high levels of productivity resulting in a nostalgic feeling of great purpose. Not so much as funny as it is ironic that gamers feel more comfortable leading a virtual life hidden behind a avatar. After listening to Jane, I can't help but question some aspects of gaming. Is virtual "real-world" gaming as she suggests changing the very fabric of how we communicate and interact with one another?
    In education, I think there must be a fine line drawn in the sand. Gaming is wonderful. Gaming is a wonderful teaching and learning tool. Gaming has the potential to change the way students learn and teachers teach. If I apply the four things to gaming in education I come up with main points:
    1. Students need to be enthused about learning. Learning is a part of growing as I mentioned earlier. Having them excited and hopeful when learning new things is very important. The optimism in them can be bought out by their need to feel accomplished and achieve in gaming. This translates in my mind to students who are eager about learning and the learning process. 
    2. Gaming with others who are learning the same material translates to students collaborating with one another with a common learning goal in mind. In Surrogate, people made friends and were extremely less socially awkward when leading their lives in the body of their surrogate. For example, if gaming is done at home or in a place outside of the classroom students may feel more comfortable and are more likely to contribute and be more socially accessible.
    3. I would love to see VIRTUOSOS students who are oprimistic about learning, develop and maintain social skills, experience productivity in learning, and feel a sense of great accomplishment. All four traits that translate to a student who is having fun while learning. 

    This idea of fusing the two (play and learning) is attainable! Hmmmm. . . I'd give it a GO!
     
     

Wednesday, January 23, 2013

What are YOU doing??? Oh, gaming again...!

Now me of all people would argue you down that I am NOT a gamer. That my life is too busy and I have way more interesting things to do besides "game" all day and night. Well, I am here to tell you that I am Jay and I am a gamer. I always associated gaming with video games like the Wii, PSP, Nintendo, or some thing of that sort. Never did I feel like my beloved scramble, words with friends, and bejeweled were just as much as gaming if I were using a controller. The controller is my keyboard, keypad, and iPad. Yes, I am Jay and I am a gamer! What am I doing??? Oh, yes I am gaming. I am part of millions who enjoy these types of gaming interactions. Funny that what Ted described can easily be translated and used efficiently in my own education process. The thrill, the motivation, the need for achievement, the interactiveness, the engagement, the reward, the advancement...all things that can be used to facilitate my learning.

Soooo, what are we doing??? Oh, yes we are gaming for education...again :)!

Up...Up..And Away! (Aakash Andriod)

Up..Up..And Away!!

It amazes me the way technlogy has cultivated and changed the world in which we live. When I was in school, the computers were almost a treat for good behavior, or making grades, or just because it was your birthday. Years later as I was a teen in the early 2000s, computers became more prevalent but never in just a short 10 years would I have ever imagined the magnitude and need for technology in our classrooms. As educators and lovers of learning it is imperative that we coordinate and implement ways to reach our children in a way that they can understand and relate to. They have so many opportunities and their learning styles are different than when I was "coming along". This device proves that the technological era is still alive and well! All over the world inventors, scientists, teachers, parents, and even students are coming up with, purchasing, or utilizing devices that will enhance the learning process.

The Aaksah Andriod is doing just what it said it would do, and that is make do! It is equipping all those students with the means to have the world literally at their fingertips. I am floored by the cheap costs! Nevertheless, I am impressed with the quality of the device considering the price. Glory, that the device has USB ports! This feature alone changes the way in which it can be used! Having USB ports allows for connection with other devices that will no doubt enhance and rectify the use of such a device for educational purposes. Kuddos to the inventors and implementers! I can envision this device being in the hands of every student in a school. Books, calculators, learning apps, and so much more can be facilitated and used in the classroom daily.The potential is endless and I look forward to reading about the outcome of using the device for students in India in the future.