The first thing I see in this chapter are phrases like "fun failures" and "why failure makes us happy". These titles make me happy because I feel there is too much of a push on perfection and because of this students, young or old, are terrified of messing up because they don't want to look stupid. In games when we fail we try again happily, but why not in life. In a game there isn't any harmful consequences to be had if you fail but in life we but up too many consequences to where failure is not an option. If we fail, we learn of course from the mistakes but that shows us where to improve. Let us fail, and we will learn.
I love her point that games are a great place to practice flexible optimism. Let's face it you are not going to be happy all the time and things are going to look grim. In games, however, you seem to be pretty optimistic about your outcome in the game. So why do we not have that in real life? Because we tend to not look for those opportunities for success because of all the negative feedback all around us. Tune out the haters and play on.
Gamers are not loners. In games, or at least most of them, we have to depend on and trust one another in order to succeed. This is true in life. If you try to do everything on your own you will be bitter, angry and well a lone. Go through life building your "party" and gather the right tools because the journey is long but no one was meant to go at it alone and unprepared.
McGonigal used the phrase "just one more time" in this chapter. This is the attitude that is key in a failure is optional classroom. Just because you messed up doesn't mean that it's over. I know when I find myself using this phrase it usually means, let me play till I get it and not just one more time. Give your students second, third and even seventy-fifth chances, as long as they are getting back up and pushing forward.
Hope is huge in life which means it should also be just as big in the classroom. If students don't feel hopeful, they will give up. Why try, they might ask. As teacher's we must show them why they should try, give them reasons to go on. In games hope may be a 1-up mushroom in Mario, or a heart piece in Zelda. These things give us that bit of hope to make us go on because we feel as if we can do it. Give your students that same bit of hope.
Friday, June 5, 2015
Cedar Trees
This first thing that McGonigal talks about is "Gaming the system". This is were you use the system for your own personal gain. At first this can sound like a bad thing, or at least when I first read it the phrase sounded kind of harsh. However this is not the case because we have to adapt things in our favor in order to proceed in life. Now adapting things should not be confused with manipulating, which is unwilling control over something. We want to use what is available to us in order to do the best we can and as teachers we want students to learn how to do this.
McGonigal has four defining traits of a good game. The first of these traits is the prescence of a goal. In life when something become monotonous or boring we look to see what the purpose of this task really is. If we decide there is no reason to continue this work we drop it and move on. The same is true in life, if there is no goal insight we move on. Unfortunately this has been applied many many times in the world of education. Students see no point in learning these subjects so they drop it, or drop out, and move on. As teachers we need to show them that there is a reason, give them a goal to go towards.
Her second point is rules. No one that I know of likes all of the rules. Though no one that I know would say that there shouldn't be some kind of rules in place. Rules in a way limit us to the different methods of achieving a goal. This causes us to think and as McGonigal points out causes us to unleash creativity in order to find new ways to solve problems. Rules don't completely limit you they just cause you to think of new ways of doing what you need to in order to progress.
I know when I do work I like feedback. This is McGonigal's next point. Sometimes it seems that we want to know everything, which isn't necessarily a bad thing. We need feedback so that we know we are going down the right path and are making choices that are getting us to our goals. I have had times where I didn't recieve any feedback and I failed to learn from the mistakes that I made and it left me wondering how could I improve. For students, we as teacher's are that feedback. We have a responsibility to tell our students how well they are doing or where they need improvement.
No one likes a game if they are forced to play it. |Voluntary participation is the last trait of games that McGonigal talks about. Everyone, our students, goal in this is learning or becoming better learners as they continue through life. If you don't have the willingness of your students then they are not going to learn. Some students just need to have someone to re ensure then that this is not a scary journey and that they can do this.
When we set up our classrooms we must avoid unnecessary obstacles. McGonigal says that these obstacles tell the students or players that there is no way to succeed in the mission. This kind of negative attitude doesn't belong in the classroom. It should be a place where failure is possible but not the end of learning. Make sure that your students feel as if they can go on, whether this means staying at a certain place longer or coming up with new methods to help them journey forth.
Just the same way we get rid of the negative thoughts within the classroom we need to instead fill it with positive ones. Encourage your students, you may be the only person who believes in them and knows that they are capable of more than they realize. Be that guide in the game that never gives up on you even though you have died seven times and have been stuck on this one puzzle for a week now. Games can naturally provoke this positive attitude but you can be the one, the teacher, that kindles that small ember into the roaring fire that student can be.
Busywork is such a horrid thing that should have never been invented in the first place. I understand that it works for some but the vast majority that I have talked to have gained nothing from it. In games there is not busy work, everything feels important and gets you one step closer to your goal. I do believe that busywork can be re-purposed to have meaning but that is up to the teacher to decide what that means for their own class.
McGonigal loves the experience aspect of games. Letting students experience new things in a fun way gets their attention and draws them into a place in which they are hard pressed to leave. Figuring out how to draw them in is the only hard part because we know once they are there the rest will come naturally. Some students may never see a beach but in a game they can play on one. Giving students these experiences and see their face light up is one of the best feelings ever.
The last point in this chapter is about creative work. Games are scaffolded but in such a way that kids are almost instantly propelled to the creative level of thinking. I know when I play a game I miss the lower levels of thinking because they go by so fast and I am trying to figure out new things to create. Blooms is evident in games and this can be utilized in order to develop student learning. I say, use games in the classroom. Students learn and have fun, what's wrong with that?
McGonigal has four defining traits of a good game. The first of these traits is the prescence of a goal. In life when something become monotonous or boring we look to see what the purpose of this task really is. If we decide there is no reason to continue this work we drop it and move on. The same is true in life, if there is no goal insight we move on. Unfortunately this has been applied many many times in the world of education. Students see no point in learning these subjects so they drop it, or drop out, and move on. As teachers we need to show them that there is a reason, give them a goal to go towards.
Her second point is rules. No one that I know of likes all of the rules. Though no one that I know would say that there shouldn't be some kind of rules in place. Rules in a way limit us to the different methods of achieving a goal. This causes us to think and as McGonigal points out causes us to unleash creativity in order to find new ways to solve problems. Rules don't completely limit you they just cause you to think of new ways of doing what you need to in order to progress.
I know when I do work I like feedback. This is McGonigal's next point. Sometimes it seems that we want to know everything, which isn't necessarily a bad thing. We need feedback so that we know we are going down the right path and are making choices that are getting us to our goals. I have had times where I didn't recieve any feedback and I failed to learn from the mistakes that I made and it left me wondering how could I improve. For students, we as teacher's are that feedback. We have a responsibility to tell our students how well they are doing or where they need improvement.
No one likes a game if they are forced to play it. |Voluntary participation is the last trait of games that McGonigal talks about. Everyone, our students, goal in this is learning or becoming better learners as they continue through life. If you don't have the willingness of your students then they are not going to learn. Some students just need to have someone to re ensure then that this is not a scary journey and that they can do this.
When we set up our classrooms we must avoid unnecessary obstacles. McGonigal says that these obstacles tell the students or players that there is no way to succeed in the mission. This kind of negative attitude doesn't belong in the classroom. It should be a place where failure is possible but not the end of learning. Make sure that your students feel as if they can go on, whether this means staying at a certain place longer or coming up with new methods to help them journey forth.
Just the same way we get rid of the negative thoughts within the classroom we need to instead fill it with positive ones. Encourage your students, you may be the only person who believes in them and knows that they are capable of more than they realize. Be that guide in the game that never gives up on you even though you have died seven times and have been stuck on this one puzzle for a week now. Games can naturally provoke this positive attitude but you can be the one, the teacher, that kindles that small ember into the roaring fire that student can be.
Busywork is such a horrid thing that should have never been invented in the first place. I understand that it works for some but the vast majority that I have talked to have gained nothing from it. In games there is not busy work, everything feels important and gets you one step closer to your goal. I do believe that busywork can be re-purposed to have meaning but that is up to the teacher to decide what that means for their own class.
McGonigal loves the experience aspect of games. Letting students experience new things in a fun way gets their attention and draws them into a place in which they are hard pressed to leave. Figuring out how to draw them in is the only hard part because we know once they are there the rest will come naturally. Some students may never see a beach but in a game they can play on one. Giving students these experiences and see their face light up is one of the best feelings ever.
The last point in this chapter is about creative work. Games are scaffolded but in such a way that kids are almost instantly propelled to the creative level of thinking. I know when I play a game I miss the lower levels of thinking because they go by so fast and I am trying to figure out new things to create. Blooms is evident in games and this can be utilized in order to develop student learning. I say, use games in the classroom. Students learn and have fun, what's wrong with that?
Cherry Trees 5xp
I started playing chorewars and it seemed very simplistic, almost too simplistic. If you were to use this in your classroom then you would definitely have to explain it to those who don't play this kind of game. I have played games like this before so I came in prepared even though I have never played this game before.
As a fantasy game I completely approve of this site. Fantasy games just have a way of getting your imagination to go places that you never thought possible. It opens up our minds to new possibilities and makes it seem that the sky is the limit. Because this game is simplistic you have to fill in the blanks with whatever. This open to interpretation gameplay is wonderful for using your mind and this will transfer into real life as well.
In the game you have to make a party in order to go on any quests. At first this was annoying because I didn't have anyone to play with but this was good for two reasons. One it made me consider getting my friends to play and that way we have more to do together. It also made me consider that I could play with random people and increase my social circle by being put into a situation that makes me make new friends. Mcgonigal would definitely approve for this reason alone.
I can see this game building up a sense of leadership in a few students in each classroom. You have to take control of the party to decide what mission you are going to do. In doing this you have to consider your teams strengths and weaknesses. You must also give out the loot from the mission you complete so being fair is key here and teaching your students fairness at any age is a good idea.
As a literature teacher I can see using this in my classroom as a group project type activity. Letting everyone get on and create their characters but taking it a step further. Have the students create backstories for these characters and going into a full length story on how the classes characters interact with one another. I really like this site and can see myself using it in the future.
As a fantasy game I completely approve of this site. Fantasy games just have a way of getting your imagination to go places that you never thought possible. It opens up our minds to new possibilities and makes it seem that the sky is the limit. Because this game is simplistic you have to fill in the blanks with whatever. This open to interpretation gameplay is wonderful for using your mind and this will transfer into real life as well.
In the game you have to make a party in order to go on any quests. At first this was annoying because I didn't have anyone to play with but this was good for two reasons. One it made me consider getting my friends to play and that way we have more to do together. It also made me consider that I could play with random people and increase my social circle by being put into a situation that makes me make new friends. Mcgonigal would definitely approve for this reason alone.
I can see this game building up a sense of leadership in a few students in each classroom. You have to take control of the party to decide what mission you are going to do. In doing this you have to consider your teams strengths and weaknesses. You must also give out the loot from the mission you complete so being fair is key here and teaching your students fairness at any age is a good idea.
As a literature teacher I can see using this in my classroom as a group project type activity. Letting everyone get on and create their characters but taking it a step further. Have the students create backstories for these characters and going into a full length story on how the classes characters interact with one another. I really like this site and can see myself using it in the future.
Beech Grove
This game, Mancala, is very difficult to play. I see how it can be useful in math but man is it hard to pick up in the beginning. I have seen this game before be never knew how to play it. Looking on the wiki I saw that it has over 800 names and has been played all over the world in places like Syria.
This game is first an foremost a math game. You have to make sure you count where the pieces are going to end up so that you end up with the most pieces. This can teach counting and addition to those that struggle with these concepts. This would be a good sponge activity to play in almost any class but especially math.
It is also a strategy game. You have to plan out your moves based on what your opponent needs to get more stones that you. It will teach students to think critically in order to win. These types of games develop thinking in a way that most don't. You have to be a few steps ahead to really come out on top.
One of the biggest lessons that I learned on this game was patience. In order to plan your moves correctly you have to sit and think. This isn't a game like checkers where little thought goes into the moves. I didn't think on one of my moves and my opponent took like 30 pieces. It really makes you think and increases your thought process to allow you to do other tasks easier.
The last thing that I saw this game could teach would be sportsmanship. This game can get aggravating very fast. If you don't keep a level head you may get heated in the moment and do something you regret. I was finding myself frustrated because I could not win. This would be a good way to teach students that in all circumstances they should be a good sport about things.
This game is first an foremost a math game. You have to make sure you count where the pieces are going to end up so that you end up with the most pieces. This can teach counting and addition to those that struggle with these concepts. This would be a good sponge activity to play in almost any class but especially math.
It is also a strategy game. You have to plan out your moves based on what your opponent needs to get more stones that you. It will teach students to think critically in order to win. These types of games develop thinking in a way that most don't. You have to be a few steps ahead to really come out on top.
One of the biggest lessons that I learned on this game was patience. In order to plan your moves correctly you have to sit and think. This isn't a game like checkers where little thought goes into the moves. I didn't think on one of my moves and my opponent took like 30 pieces. It really makes you think and increases your thought process to allow you to do other tasks easier.
The last thing that I saw this game could teach would be sportsmanship. This game can get aggravating very fast. If you don't keep a level head you may get heated in the moment and do something you regret. I was finding myself frustrated because I could not win. This would be a good way to teach students that in all circumstances they should be a good sport about things.
Thursday, June 4, 2015
Magnolia Trail part 3
This video was pretty great and Katie had a lot of great points that she made. Play is important was one of the first points she made that I completely agree with. Play is fun and observational. Students can learn from their surroundings, and when they play they can apply the concepts they learn in new ways that may not be able to in real life. Play is so important because they develop so many skills while playing that they normally wouldn't anywhere else.
It introduces students to so many different experiences that they may have missed due to circumstances beyond their control. This will introduce concepts to students they haven't known about and maybe even get them interested in certain subjects just because they played with this in a game. I feel that students should have a wide variety of experiences in the classroom because they all learn differently and games are a great way to do it and is fun as well.
Like McGonigal, Katie points out the social aspects of gaming. It teaches important lessons such as team building or collaboration. In the past teaching these things may have been pretty boring but with the use of games you can learn to trust people more while having fun. Even when I was on the Capstone retreat we did games to help build up our trust within our team. Playing games with others can really show you who they are or what they aspire to be which allows you to trust them.
Identity is a big thing in life, as well as the classroom. Students should learn who they are that way they can make decisions accordingly when it comes to their education. I understand that at younger ages they are not going to be able to figure exactly who they are but that doesn't mean we shouldn't give them a head start on the process. Games allow you to explore different characters and you get to act out games in ways you normally wouldn't in life. This allows children to safely test out different personalities to figure out which one they are.
There is so much pressure in society today to not fail. This is counter productive because some of the greatest learning in history came from failures. Students need to understand that if they fail that it isn't the end of the world. Games give them a safe and fun environment to fail gracefully.
We see that good learning happens in games, but as Katie points out it is hard to figure out exactly why. I have seen games help out many students but there isn't really a way to incorporate games into every aspect of teaching, or at least not in a way that would teach everything we are required to. If we could figure out a way to truly harness this phenomenon then I think we would be on the verge of the next big thing in education.
Parents want to know that their student is learning in school so if they hear that their student is playing games all day it might be hard for them to understand. Seeing the learnig values in games is difficult because they aren't immediate or in such huge leaps, or at least not usually, as regular instruction. Showing others how this can be utilized is one of the major steps that need to be taken in order for this movement to gain ground.
Should the instruction incorporate technology or not? This is a question that every educator has asked. The thing is seeing these two learning tools on completely different fields holds us back from really teaching to the fullest of our abilities. These are tools, as previously stated, and that's it. We can use computers just as well as we can use books. Use them both and allow students use the method they prefer.
When students start to create games you are giving them an opportunity to consider others. How is this going to affect my audience? This is the type of question the student must ask in order to produce something that is worth while. This gets students to that higher order thinking that teachers so desperately try to reach. We see that they can achieve this with games, so why not use them?
Games are scaffolded in order to have a flow of learning. In a game you can only get to places that your abilities or skills allow you to. You may not have the right equipment to reach a certain area on your map and there for must work your way toward that goal. This is a great way to build upon what students know. Set up learning like a game with quests, show them what they can attain after putting in the work to acquire the prize they so desperately seek. Show them that even if the quest looks difficult and it is going to take a while to get there that they can do it.
Eucalyptus Trees
This video was awesome because it targets more of the mental aspect of the students rather than just the student. Her quote " the brain cannot heal without positive emotion- McGonigal" is the direction I am heading in my research. When students feel positive about something they are doing then they will do the best at it.
She brings up her within video games anything is possible views again and I completely agree. In my games I feel powerful because I am playing this character that can do all of these amazing things that I normally can't do. However, McGonigal would say that we can do just as many amazing things in real life.
I really liked her idea of a secret identity to overcome an obstacle. She used it to help her cope with her head trauma but I can see this being applied in the classroom. If your students are having trouble in a subject give them the chance to make up a personality that doesn't. Like SuperDude doesn't have trouble in math and I am him right now. Give them that confidence in themselves and it's all it really takes.
Social Social Social, these are the things that McGonigal love about gaming. It's true, being a gamer can help you be social because it puts you into situation that you need to be social. In this situation you will make allies that are there to help you. Show your students they have these allies and allow them to find strength in them and have them help them out in tough situations. Learning isn't meant to be an individual thing, so don't let it be.
Her final quote was probably my favorite. "Pain is inevitable, but suffering is optional-McGonigal". Your students are humans, they will feel pain. You are human, you will feel pain. This is where you need to be real and transparent with your students. Show them you can hurt like them and how you deal with it. Give your students a person they can rely on to help them, not only in you but their fellow students. Again we are all in this together, so let's act like it.
She brings up her within video games anything is possible views again and I completely agree. In my games I feel powerful because I am playing this character that can do all of these amazing things that I normally can't do. However, McGonigal would say that we can do just as many amazing things in real life.
I really liked her idea of a secret identity to overcome an obstacle. She used it to help her cope with her head trauma but I can see this being applied in the classroom. If your students are having trouble in a subject give them the chance to make up a personality that doesn't. Like SuperDude doesn't have trouble in math and I am him right now. Give them that confidence in themselves and it's all it really takes.
Social Social Social, these are the things that McGonigal love about gaming. It's true, being a gamer can help you be social because it puts you into situation that you need to be social. In this situation you will make allies that are there to help you. Show your students they have these allies and allow them to find strength in them and have them help them out in tough situations. Learning isn't meant to be an individual thing, so don't let it be.
Her final quote was probably my favorite. "Pain is inevitable, but suffering is optional-McGonigal". Your students are humans, they will feel pain. You are human, you will feel pain. This is where you need to be real and transparent with your students. Show them you can hurt like them and how you deal with it. Give your students a person they can rely on to help them, not only in you but their fellow students. Again we are all in this together, so let's act like it.
Hidden Cottage
I have heard of Foursquare before but never really looked into it at all. The only thing I knew about it was that it involved where you were going and you had to "check-in". Then I learned that it notified those with the app where you were. This seems very helpful to organize getting together. I know with my friends it can be the most annoying thing to get everyone together. This seems like it takes out a few steps to help out.
Another fun feature is that it give you challenges and rewards. Nothing motivates like competition and I have seen this so many times within the classroom. Their biggest competitive feature is on called the "Mayor". If you have visited a place the most in your group then you become the mayor, or from what I can tell an expert of this place. I can see using this in a classroom that if someone does well in a subject they become the expert and they get more to do with that.
Foursquare is also a personal achievement record as pointed out by McGonigal. This app encourages you to go outside of your normal places and experience new places. I know for me this is more difficult than it should be due to my introverted nature but with the right incentive I will travel. Not to mention this app could show you places your friends are that you may not have know about and decide that you want to go. This is great because experience is the best teacher in life and if they can learn on their own in a fun way then this is a wonderful app to use.
One of McGonigal's favorite topics is the social aspect of this type of technology. Not only does this app get you into different places but those places will most likely have people you don't know. Using this app allows you to meet people you normally wouldn't which is great because those types of interactions really help people develop themselves. This is sort of one of the techniques I have seen in a classroom where you get to know the other students in your class that you normally wouldn't talk to. Forcing this kind of interaction honestly allows students to feel more comfortable in the class and with their learning.
Foursquare is a great conversation starter. If you are near someone and the see that you have been somewhere you have been that they either have as well or want to then a conversation starts. Also I am a big proponent of journaling and this is kind of a form of digital journaling. It keeps track of the places you have been and with that comes the memories that you have as well as different topics to talk about with other people. This is a great idea that I will most likely start using in my personal life.
Another fun feature is that it give you challenges and rewards. Nothing motivates like competition and I have seen this so many times within the classroom. Their biggest competitive feature is on called the "Mayor". If you have visited a place the most in your group then you become the mayor, or from what I can tell an expert of this place. I can see using this in a classroom that if someone does well in a subject they become the expert and they get more to do with that.
Foursquare is also a personal achievement record as pointed out by McGonigal. This app encourages you to go outside of your normal places and experience new places. I know for me this is more difficult than it should be due to my introverted nature but with the right incentive I will travel. Not to mention this app could show you places your friends are that you may not have know about and decide that you want to go. This is great because experience is the best teacher in life and if they can learn on their own in a fun way then this is a wonderful app to use.
One of McGonigal's favorite topics is the social aspect of this type of technology. Not only does this app get you into different places but those places will most likely have people you don't know. Using this app allows you to meet people you normally wouldn't which is great because those types of interactions really help people develop themselves. This is sort of one of the techniques I have seen in a classroom where you get to know the other students in your class that you normally wouldn't talk to. Forcing this kind of interaction honestly allows students to feel more comfortable in the class and with their learning.
Foursquare is a great conversation starter. If you are near someone and the see that you have been somewhere you have been that they either have as well or want to then a conversation starts. Also I am a big proponent of journaling and this is kind of a form of digital journaling. It keeps track of the places you have been and with that comes the memories that you have as well as different topics to talk about with other people. This is a great idea that I will most likely start using in my personal life.
Wednesday, June 3, 2015
Ebony Tree
On Facebook I have played many of the social games that McGonigal talks about, including farmville though I questions whether I should admit that or not. She has a point about these games, one they are super addictive, I mean like "Oh my gosh I need to water my corn today or it will die" words that have been spoken by almost everyone that has played. Also it does have great social implications. The main reason I played Farmville was because of my mom and youth minister. It gave me something to do with them that didn't involve being there, even though I would have liked to have been there. It brought us closer, just as McGonigal has pointed out that it would. I do love the fact that she points out that these interactions are by no means a replacement for genuine human interactions in a face to face situation, but these do well to bridge the gap of time and distance.
One part about social interaction that has become increasingly difficult to find time to get together in person whether it is because of schedules or because of how far away you are. I have played games with friends that can't be here in person and felt just as connected. I know it isn't a replacement for actually time spent together but it is what we could do. And on the subject of schedules these games do not have to be played right away. McGonigal points out their asynchronous play style that allows people to take their turn or do their actions whenever it best suits them. Everyone is not on the same schedule so it is nice to be able to still do something with them and not have to worry about it.
She goes on to point out that the more we play games like this the more social interactions we are more likely to have. This is due to the positive feelings you develop when you play the games with people. I have noticed that whenever I play games with people I want to continue playing games with them. I also have more to talk to them about outside of the game. Even when I lose I still have many other interactions with those people and our bonds grow stronger.
I loved her term of Happy Embarrassment. I am not one who likes to be embarrassed because of my mostly introverted nature. I try to avoid situation where I would be embarrassed. However, in games that is not the case. I played a game called Dance Dance Revolution when it was popular. This game was notorious for embarrassing it's victims. Even though I looked like a blooming idiot while playing the game it was the social interactions and the shared fun that kept drawing me in and playing it more.
Another aspect of the embarrassment that McGonigal talks about is trash talking. This was funny to read because everything she says is true and at one point in my gaming career I have experienced it. One of my closest friends give me so much grief about my gaming skills and I return the favor. This trash talk has strengthened our friendship because we know that we can be vulnerable about these minuet insecurities that is gaming. This allows us to be more open in real life scenarios and has led us to be really good friends.
Vicarious pride, one of those words I knew before I knew the actually word. Nothing makes me happier than when I teach one of my friends a game that I know and they don't. A recent example of this is a game called Smite and I am playing with a friend who recently just started. I will watch over his shoulder and give him suggestions on what to do and when it works out I feel as if I did well. As teachers we can incorporate this feeling into our classroom. Having students helping each other with work is the same feeling. Have a student that has the material down teach it to their classmates and that feeling of "I did well" will be there and encourage more learning.
Even if we are introverted, much like myself, we crave human interaction at some point. Games meet that need. McGonigal calls this ambient sociability and it meets the minimal requirement for human interaction. To quote McGonigal "it creates a kind of social expansiveness in our lives- a feeling of inclusion in a social scene." As an introvert I can also agree with the point she makes that the more I interact online the more I do in real life.
She doesn't out right say this in the article but I feel she says it in more or less words. These online games demand social interaction in order to accomplish a goal. This is then taken and applied to the real world. I have had games build relationships with people that normally wouldn't give me the time of day but since I played the game they wanted to know what I knew. This is an incredible thing and if used properly can break down these social barriers that have been put in place. Games bring people together, regardless of socio-economic status.
Confidence is something most gamers, at least in reality, lack. I know that I am not very confident in myself but put me in a game and I can take down monsters that are as big as skyscraper. In life I cower in fear if there is an assignment more than 5 pages long. We just need to make sure students know that they have the skills and tools they need to conquer their beasts in school, just like in a video game.
One part about social interaction that has become increasingly difficult to find time to get together in person whether it is because of schedules or because of how far away you are. I have played games with friends that can't be here in person and felt just as connected. I know it isn't a replacement for actually time spent together but it is what we could do. And on the subject of schedules these games do not have to be played right away. McGonigal points out their asynchronous play style that allows people to take their turn or do their actions whenever it best suits them. Everyone is not on the same schedule so it is nice to be able to still do something with them and not have to worry about it.
She goes on to point out that the more we play games like this the more social interactions we are more likely to have. This is due to the positive feelings you develop when you play the games with people. I have noticed that whenever I play games with people I want to continue playing games with them. I also have more to talk to them about outside of the game. Even when I lose I still have many other interactions with those people and our bonds grow stronger.
I loved her term of Happy Embarrassment. I am not one who likes to be embarrassed because of my mostly introverted nature. I try to avoid situation where I would be embarrassed. However, in games that is not the case. I played a game called Dance Dance Revolution when it was popular. This game was notorious for embarrassing it's victims. Even though I looked like a blooming idiot while playing the game it was the social interactions and the shared fun that kept drawing me in and playing it more.
Another aspect of the embarrassment that McGonigal talks about is trash talking. This was funny to read because everything she says is true and at one point in my gaming career I have experienced it. One of my closest friends give me so much grief about my gaming skills and I return the favor. This trash talk has strengthened our friendship because we know that we can be vulnerable about these minuet insecurities that is gaming. This allows us to be more open in real life scenarios and has led us to be really good friends.
Vicarious pride, one of those words I knew before I knew the actually word. Nothing makes me happier than when I teach one of my friends a game that I know and they don't. A recent example of this is a game called Smite and I am playing with a friend who recently just started. I will watch over his shoulder and give him suggestions on what to do and when it works out I feel as if I did well. As teachers we can incorporate this feeling into our classroom. Having students helping each other with work is the same feeling. Have a student that has the material down teach it to their classmates and that feeling of "I did well" will be there and encourage more learning.
Even if we are introverted, much like myself, we crave human interaction at some point. Games meet that need. McGonigal calls this ambient sociability and it meets the minimal requirement for human interaction. To quote McGonigal "it creates a kind of social expansiveness in our lives- a feeling of inclusion in a social scene." As an introvert I can also agree with the point she makes that the more I interact online the more I do in real life.
She doesn't out right say this in the article but I feel she says it in more or less words. These online games demand social interaction in order to accomplish a goal. This is then taken and applied to the real world. I have had games build relationships with people that normally wouldn't give me the time of day but since I played the game they wanted to know what I knew. This is an incredible thing and if used properly can break down these social barriers that have been put in place. Games bring people together, regardless of socio-economic status.
Confidence is something most gamers, at least in reality, lack. I know that I am not very confident in myself but put me in a game and I can take down monsters that are as big as skyscraper. In life I cower in fear if there is an assignment more than 5 pages long. We just need to make sure students know that they have the skills and tools they need to conquer their beasts in school, just like in a video game.
Tuesday, June 2, 2015
Lesson Plans
First off if the teacher that is receiving the cease and desist letter developed the images then how is she in violation of copyright. I believe the teacher that was using the cease and desist on the original person took them and copyrighted them herself. This is unfortunate but does happen which is why if you have something of this caliber you need to get the proper copyright set up.
I would say that the woman publishing the book could be ok if she transformed the images instead of using them as her own. So in my opinion, and probably everyone else's, that woman is in violation of not only copyright but most importantly plagiarism. The woman who had the images originally needs to prove that they are hers and get this settled.
I understand that if the woman wanted to use the images for her book then she would and claim it under fair use. However she took it to another level and out right took them and put the copyright under her name. This to me is the opposite of fair use. I am sure that the woman with the originals would have allowed the other woman to use them in her book if she would have asked because the speaker was using them in a public format in the first place so it wasn't like she was trying to keep them a secret.
Over all I believe the 2nd woman is at fault but the one who will pay the price will be the first lady. It is unfortunate that this happens but this is why teachers need to be on guard. Make sure you cross all t's and dot all i's.
I would say that the woman publishing the book could be ok if she transformed the images instead of using them as her own. So in my opinion, and probably everyone else's, that woman is in violation of not only copyright but most importantly plagiarism. The woman who had the images originally needs to prove that they are hers and get this settled.
I understand that if the woman wanted to use the images for her book then she would and claim it under fair use. However she took it to another level and out right took them and put the copyright under her name. This to me is the opposite of fair use. I am sure that the woman with the originals would have allowed the other woman to use them in her book if she would have asked because the speaker was using them in a public format in the first place so it wasn't like she was trying to keep them a secret.
Over all I believe the 2nd woman is at fault but the one who will pay the price will be the first lady. It is unfortunate that this happens but this is why teachers need to be on guard. Make sure you cross all t's and dot all i's.
Monday, June 1, 2015
Hemlock Path
Sim Sweatshop
Wow this game was powerful. You start out in a sweatshop making shoes and the goal is to make 3 shoes in a day. Sounds pretty simple right? No, because just like in real life you run out of energy and lose focus so it's harder to put the shoes together. And how does one get energy back you may ask? Of course by buying food. But how do I buy food if I can't make the shoes because I'm hungry. Exactly, that is exactly what this games is trying to convey. Sweatshops are real and still exist. The students in your class may not know this but it is very true. In one of my post I talked about the experience that we can take away from playing games and this is a great example of that. I don't want my students to learn about sweatshops by making them work in one, so this is a close second. Students will learn that these places exist and other children have this kind of life. I can see this sparking an interest in a few students wanting to help and this is how we create change. We show our students what is out there in a controlled environment and see what they do. I love the idea of this game and the potential impact it could have in a student's life.
McDonald's Game
This game is really hard but I feel that it has tools to help develop micromanagement skills and maybe get students interested in business. There are parts of the game that I feel may make kids upset, like bulldozing an indigenous people's house down for more land to produce more, or killing cows in an inhumane way. This may make students begin to wonder about how to do business that isn't harmful to those around it. I feel this would be a great game to lead into a discussion on morals, business, community, and many other topics that students may have not considered. This could open up many avenues of thought for students and they may take it another route but that is ok because they have that intellectual freedom to take what they know and use it how they want. I can see myself using this in a social studies class but for Jr High students. It might be a bit much for any students younger than that.
Wow this game was powerful. You start out in a sweatshop making shoes and the goal is to make 3 shoes in a day. Sounds pretty simple right? No, because just like in real life you run out of energy and lose focus so it's harder to put the shoes together. And how does one get energy back you may ask? Of course by buying food. But how do I buy food if I can't make the shoes because I'm hungry. Exactly, that is exactly what this games is trying to convey. Sweatshops are real and still exist. The students in your class may not know this but it is very true. In one of my post I talked about the experience that we can take away from playing games and this is a great example of that. I don't want my students to learn about sweatshops by making them work in one, so this is a close second. Students will learn that these places exist and other children have this kind of life. I can see this sparking an interest in a few students wanting to help and this is how we create change. We show our students what is out there in a controlled environment and see what they do. I love the idea of this game and the potential impact it could have in a student's life.
McDonald's Game
This game is really hard but I feel that it has tools to help develop micromanagement skills and maybe get students interested in business. There are parts of the game that I feel may make kids upset, like bulldozing an indigenous people's house down for more land to produce more, or killing cows in an inhumane way. This may make students begin to wonder about how to do business that isn't harmful to those around it. I feel this would be a great game to lead into a discussion on morals, business, community, and many other topics that students may have not considered. This could open up many avenues of thought for students and they may take it another route but that is ok because they have that intellectual freedom to take what they know and use it how they want. I can see myself using this in a social studies class but for Jr High students. It might be a bit much for any students younger than that.
Sunday, May 31, 2015
Ginkgo Walkway
Free Rice
I love this game on so many levels. First off it is a great way to build vocabulary. It gives you a word and you must choose from the four words below which one defines the word. There is even a button that sounds the word out to you so if it's something you are stuck on it will help. So the coolest feature on this site is that every time you get a word right they will donate 10 grains of rice to the World Food Programme. That is so awesome because not only is this site helping your students with vocabulary but in the process of learning your students are helping those that are hungry. This site is just so amazing I cannot recommend it enough. I know this is for language arts but you can do other subjects as well. What a great motivator for your students to learn so they can feed the hungry. This would be a great activity to do in your spare time between lessons or classes.
Furious Frogs
Another great game to really hammer in those skills you are learning in class. This would be either a great hook or, like the last game, a time filler in your room. Here the students play as frogs and try to eat the most flies. In order to do that, however, the student has to correctly identify the right fly based on the word in the center. They must find the synonym, antonym or homonym of the word in the center. This is a fun multiplayer game that will get students competitive side to drive them in to the right direction of learning.
These two games are great for teaching students new words or allowing them work on the words that trouble them. It is fun and if the teacher turns it into a competition then it drives the students to do better not only because its a game but now they have to beat their friends. Free rice is my favorite of my favorites. I love that it promotes and helps a great cause and with the help of your students then you can really make a difference which will impact their lives, and the lives of hungry familys for years to come.
Hazelnut Passage
The two games that I liked were The Great Flu and Stop Disasters.
The Great Flu
I have played games similar to this one except I was the flu trying to wipe out the population of the Earth so it was nice to be on the other side for a change. This game is so realistic in how you play. I tried my hardest to stop the flu but in the end everyone got it and the world was doomed. This game is very strategic and a great problem solver exercise for students. Not only do you have to stop the flu but you have a budget to work with as well. This makes it not only a science lesson, one in communicable diseases and hygiene, but in math, economics and politics as well. This would be a great hook activity into a lesson on the spread of diseases.
Stop Disasters
I learned that nature will always win in the end. Stop disasters allows you to simulate what it is like to prepare for natural disasters in different areas. The one I played was trying to help a village survive a hurricane, and well I didn't succeed. Just like the first game this one has a budget as well and you must meet certain requirements in order to pass the level. I forgot to meet one and didn't pass. This game would be great to introduce a unit on meteorology and the different effects that storms have on communities. This may also lead into a community project to make sure that their town has the proper procedures and shelters in place in case a natural disaster occurred.
I can see myself using both of these games in my classroom. They are not only fun but informative. Games like these may also inspire some students to explore possible careers, which is a wonderful thing in of itself. This opens up the lesson beyond this is a disease or this is a tornado. It allows students to safely experience these things in their own classroom. I love these games and like I said previously, I will you them and games like them, in my classroom.
The Great Flu
I have played games similar to this one except I was the flu trying to wipe out the population of the Earth so it was nice to be on the other side for a change. This game is so realistic in how you play. I tried my hardest to stop the flu but in the end everyone got it and the world was doomed. This game is very strategic and a great problem solver exercise for students. Not only do you have to stop the flu but you have a budget to work with as well. This makes it not only a science lesson, one in communicable diseases and hygiene, but in math, economics and politics as well. This would be a great hook activity into a lesson on the spread of diseases.
Stop Disasters
I learned that nature will always win in the end. Stop disasters allows you to simulate what it is like to prepare for natural disasters in different areas. The one I played was trying to help a village survive a hurricane, and well I didn't succeed. Just like the first game this one has a budget as well and you must meet certain requirements in order to pass the level. I forgot to meet one and didn't pass. This game would be great to introduce a unit on meteorology and the different effects that storms have on communities. This may also lead into a community project to make sure that their town has the proper procedures and shelters in place in case a natural disaster occurred.
I can see myself using both of these games in my classroom. They are not only fun but informative. Games like these may also inspire some students to explore possible careers, which is a wonderful thing in of itself. This opens up the lesson beyond this is a disease or this is a tornado. It allows students to safely experience these things in their own classroom. I love these games and like I said previously, I will you them and games like them, in my classroom.
Almond Walkway
I love this speaker. She has so many great ideas and insights into what life skills games can teach us, which I have had this feeling, or excuse for playing more, for years but have never been able to convey it this way. She makes so many great points in this video and I want to talk about a few, more or less, of my favorites.
First off when we play games we are focused, some times too much to the point of total escapism, speaking from experience. I can't tell you how many times I have started a game and somewhere around 3 hours later reality smacks me in the face, usually with a pain in my bladder from the Dr. Pepper I had. I am still learning but harnessing this type of focus in the real world can be powerful. And it is possible, McGonigal believes this, we just need to use games to tap into it.
I have become a better problem solver because of games. I bold statement but true. In the Legend of Zelda, famous for their dungeon puzzles, I have found myself solving problems using deduction and reasoning. These skills have translated well into the real world and McGonigal would definitely credit that to my gaming, even if family or teachers choose to believe otherwise. I, like her, believe that if you teach problem solving in this manner and show students how to use these skills in real life then they will do so much better for themselves.
She said in this video that in games it is impossible to feel like you can achieve your goal/mission. I have never really thought about it that way but she is right. When I go on a quest in game, I have guides telling me where to go, and games are set up to go along with how you play and your level of experience. Sure you may have to grind, set in one spot to level up, but it isnt impossible. Life feels impossible sometimes and we just need those moments where we feel like we can do it. Utilizing this part of gaming in education would be amazing and we would see so much progress.
In life when I get bored, I play a video game. Why? Like McGonigal points out there is always something to do. In games like World of Warcraft there will always be something to do, and if there isn't currently, you should probably stop playing for one, and secondly they are working on more to add to the game.
In games once you level a skill up you get instant feed back. McGonigal uses the example that she doesn't get +1 speech skills after she is done doing a presentation. It is satisfying to know that what you did has not only purpose but something it give you in return. Students may receive an A but that may not mean anything to them until later or at all. We need to show them that there work is worth something and that all this practice isn't for nothing at all.
Gaming helps us evolve in McGonigals point of view. I can see this to be true, though I would use the word adapt rather than evolve. We play these game cooperatively in order to solve in game problems. This can then be translated into the real world. I know that once I have work with someone online and it turned out well then I am more likely to work well outside of the digital realm.
I love that she says games make people more optimistic, because I too believe that this is true. She calls this Urgent Optimism and it gives you that drive to tackle an obstacle because you have the belief that you will be successful. I have had this personally in my gaming and real life experience. If I have done something in a game that seems difficult or if I beat a difficult game, I feel fantastic. That comes out in my personal life as well, even though it's two different realities. I feel that since I accomplished something of that magnitude in the gaming world then this problem in life can be conquered as well.
Most people would view gamers as shut ins, which might be the case in some instances but games build up social interactions. If I play a game with you then I trust you, and McGonigal points this out, and I will most likely have more to do with you. My deepest friendships, now that I think about it, have all started because of video games and have been strengthened further because of video games. Games build up trust because you expect for the person to play by the rules and once they do you can trust them further.
Her biggest point near then end is great. McGonigal says that yes gamers are extremely optimistic but only when it comes to virtual reality. She believes that if we harness this ability to game and transfer it into everyday life then we can change the real world. I believe that this could work but the way to harness it isn't really here. I would say that we may be seeing a lot more games in the classroom very soon and an increase in student work. Her ideas are great and I am definitely going to try her approach in teaching with games.
First off when we play games we are focused, some times too much to the point of total escapism, speaking from experience. I can't tell you how many times I have started a game and somewhere around 3 hours later reality smacks me in the face, usually with a pain in my bladder from the Dr. Pepper I had. I am still learning but harnessing this type of focus in the real world can be powerful. And it is possible, McGonigal believes this, we just need to use games to tap into it.
I have become a better problem solver because of games. I bold statement but true. In the Legend of Zelda, famous for their dungeon puzzles, I have found myself solving problems using deduction and reasoning. These skills have translated well into the real world and McGonigal would definitely credit that to my gaming, even if family or teachers choose to believe otherwise. I, like her, believe that if you teach problem solving in this manner and show students how to use these skills in real life then they will do so much better for themselves.
She said in this video that in games it is impossible to feel like you can achieve your goal/mission. I have never really thought about it that way but she is right. When I go on a quest in game, I have guides telling me where to go, and games are set up to go along with how you play and your level of experience. Sure you may have to grind, set in one spot to level up, but it isnt impossible. Life feels impossible sometimes and we just need those moments where we feel like we can do it. Utilizing this part of gaming in education would be amazing and we would see so much progress.
In life when I get bored, I play a video game. Why? Like McGonigal points out there is always something to do. In games like World of Warcraft there will always be something to do, and if there isn't currently, you should probably stop playing for one, and secondly they are working on more to add to the game.
In games once you level a skill up you get instant feed back. McGonigal uses the example that she doesn't get +1 speech skills after she is done doing a presentation. It is satisfying to know that what you did has not only purpose but something it give you in return. Students may receive an A but that may not mean anything to them until later or at all. We need to show them that there work is worth something and that all this practice isn't for nothing at all.
Gaming helps us evolve in McGonigals point of view. I can see this to be true, though I would use the word adapt rather than evolve. We play these game cooperatively in order to solve in game problems. This can then be translated into the real world. I know that once I have work with someone online and it turned out well then I am more likely to work well outside of the digital realm.
I love that she says games make people more optimistic, because I too believe that this is true. She calls this Urgent Optimism and it gives you that drive to tackle an obstacle because you have the belief that you will be successful. I have had this personally in my gaming and real life experience. If I have done something in a game that seems difficult or if I beat a difficult game, I feel fantastic. That comes out in my personal life as well, even though it's two different realities. I feel that since I accomplished something of that magnitude in the gaming world then this problem in life can be conquered as well.
Most people would view gamers as shut ins, which might be the case in some instances but games build up social interactions. If I play a game with you then I trust you, and McGonigal points this out, and I will most likely have more to do with you. My deepest friendships, now that I think about it, have all started because of video games and have been strengthened further because of video games. Games build up trust because you expect for the person to play by the rules and once they do you can trust them further.
Her biggest point near then end is great. McGonigal says that yes gamers are extremely optimistic but only when it comes to virtual reality. She believes that if we harness this ability to game and transfer it into everyday life then we can change the real world. I believe that this could work but the way to harness it isn't really here. I would say that we may be seeing a lot more games in the classroom very soon and an increase in student work. Her ideas are great and I am definitely going to try her approach in teaching with games.
Apple Orchard
Increase our optimism
When we play games, especially if we are good at them, the we tend to transfer that positive feeling into our own lives. We tend to feel better about ourselves when we do well and that can makes us want to do better in other areas. For example when I do really well on Call of Duty I feel better in real life and that positivity can be infectious to others around me. Also it makes us realize that we can do things that are challenging and make us realize that even in real life we can do the harder things.
Social relationships
My favorite games tend to be multiplayer. In games you have to communicate in order to reach your goals. You must play on strengths and weaknesses in order to go further. The same goes for life and these skills in game translate well. When I talk to my team mates and get past that initial awkwardness then I do better and the more interactions I have online the better I become away from the screen in real life.
awe and wonder
I love fantasy and video games completely immerse me into that realm. At times life can see too bland, and you want to see something else or experience the impossible. Video games allows just that to happen. Most will have you think that there aren't many benefits but one of the greatest comes from the inspiration aspect of gaming. I have been inspired to write many things, including lessons based on what I have see or done in games.
Productivity
I feel productive when I complete a mission and that feeling inspires me to do more. When I accomplish things on a game I get that sense of what it really feels like to do something worth while. Then I take that into the real world and motivate myself to get done. One of the biggest examples is after I have played a game for and hour I feel like I need to do work around the house and it works as well as gets things done.
Experiences
This is a point that I have found in games that she didn't mention but I believe she would agree with. I may never go to China, or Africa but I can experience the area and culture through games. It also allows me to explore worlds that don't even exist. Games bridge gaps in culture that other forms of entertainment may not, or at least not in this interactive way.
When we play games, especially if we are good at them, the we tend to transfer that positive feeling into our own lives. We tend to feel better about ourselves when we do well and that can makes us want to do better in other areas. For example when I do really well on Call of Duty I feel better in real life and that positivity can be infectious to others around me. Also it makes us realize that we can do things that are challenging and make us realize that even in real life we can do the harder things.
Social relationships
My favorite games tend to be multiplayer. In games you have to communicate in order to reach your goals. You must play on strengths and weaknesses in order to go further. The same goes for life and these skills in game translate well. When I talk to my team mates and get past that initial awkwardness then I do better and the more interactions I have online the better I become away from the screen in real life.
awe and wonder
I love fantasy and video games completely immerse me into that realm. At times life can see too bland, and you want to see something else or experience the impossible. Video games allows just that to happen. Most will have you think that there aren't many benefits but one of the greatest comes from the inspiration aspect of gaming. I have been inspired to write many things, including lessons based on what I have see or done in games.
Productivity
I feel productive when I complete a mission and that feeling inspires me to do more. When I accomplish things on a game I get that sense of what it really feels like to do something worth while. Then I take that into the real world and motivate myself to get done. One of the biggest examples is after I have played a game for and hour I feel like I need to do work around the house and it works as well as gets things done.
Experiences
This is a point that I have found in games that she didn't mention but I believe she would agree with. I may never go to China, or Africa but I can experience the area and culture through games. It also allows me to explore worlds that don't even exist. Games bridge gaps in culture that other forms of entertainment may not, or at least not in this interactive way.
Ash Forest
Team Work
This aspect is very important in gaming as well as real life. I know I feel like I have to go at my quest alone because it is my responsibility. That's not true, we are to be responsible but that doesn't mean being alone. McGonigal talks about how team work takes coordination and strategy in games. This is also true for life. You must choose those you are around carefully in order to get things done. She also mentions that in games you have to have the right combination of roles, mages, clerics, warriors, hunters, in order to complete the quest. In real life everyone is good at something and using everyones talent to there fullest potential is key to succeed in life.
Endgame
When you are working you want to know what is in it for you. What do I get that makes this job worth it? In video games it may be in game content or the bragging rights that you are the most powerful of your friends or in the world even. But what about in our lives/jobs? My endgame as a teacher is to know that I made a difference in at least one student's life. That I helped someone become a better "them" then they thought they could be. I want to let people know they can do more and be more than they ever imagined. As a Christian it is to lead people to Christ and love my neighbors and my God with all my heart. These "endgames" seem closer in games, that's why people love them so much. Though in our own lives we should realize that in the bigger picture of things that our endgame is much closer than we know.
Leveling up
In a game when you level up the perks are instantly noticeable. "Once I reach level 3 I will be able to cast a fireball spell!". McGonigal says that in World of Warcraft you have to put in a lot of time and effort to reach the max level and that's only when the real fun starts. I can see this in life as well. Our level up process is much different on the surface level, but as in a game it has the same results. No that I have completed my studies in college I can get a job in the field that I want. Now that I completed this part of my work I can finally do the project I have been waiting for. These examples we see all the time. So just keep leveling up and get to that place you want to be.
A clear goal
Sometimes in life you might get lost, confused as to where you should go next. McGonigal points out that in WoW there is never a question as to where you are and what you are suppose to do. Boy, that would be helpful in life. This is what I find appealing about games. If I get lost there are always places to go to find out where you need to be, or people, or an annoying fairy, to tell you where to go. I think this draws people into gaming. Life isn't that simple, it gets confusing. As a Christian we have a guide to follow, but as humans we tend to want it all spelled out when it gets the slightest bit hard.
Actionable steps-
Along with a clear goal, video games also give you step by step instructions on how to do things. Unless you are at IKEA there aren't many places to find that kind of help in real life, and even then you are running the risk of messing up. Also each step you take towards your goal you usually get a reward that leads to the grand prize. Life, not so much. Some times in life your reward is a hard place that you struggle to get through.
Motivation
I struggle so very hard with this part in real life. In video games though there seems to be plenty to motivate you, and McGonigal would agree. She says that results you can see are satisfying and that leads to motivation. If I can see now what will happen when I complete something then I am more likely to do it. Also if we can prove it to others then it is going to push us to do something. She points out that in the gaming world you get impressive items that you can equip to show that you have accomplished something great. There aren't that many things like that in real life, besides degrees, which are impressive feats in themselves. It just seems more prevalent in games.
Collective Improvement
Not only are you working on your own personal character but in a micro community within this massive world. McGonigal points out that you can join guilds and do quests that gets your guild higher rankings than the rest. In this situation you are not just looking out for yourself but your guild as a collective whole and the goal for that guild. This is a good way to look at teaching. As teachers our goal should not be to get the grades from our students that are the best but to develop a group of students that are life time learners. As teachers we form a guild and our goal for this guild is better learners.
Phasing
What around us is effected by our actions/work? In life it may be hard to really tell unless you are an architect. It certainly doesn't show too well as teachers. We sit and ask ourselves "What results am I seeing?" We don't always get results. In game McGonigal points out this feature of phasing that once you progress in the game the place starts to change. Enemies disappear, buildings are built, things begin to progress and we see that. I know as a teacher I have taught lessons and been like ok you guys get it right? And they just stare at me. I thought I had messed up but I waited and eventually I saw the results, just not when I expected them.
Feeling Productive
When I play a game I feel productive, even if it takes me 12 hours to complete the quest. In life it it takes me too long then I am most likely to give up. I have seen, however, that if I changed my perspective and did it like "quests" then I see progress. In games we are rewarded, just like I mentioned before, but in life if I do the laundry all I get is clean laundry, which is good, but in a game you may get gold and new armor, which is way more appealing.
Casual or High Stakes
In video games there are two types of players, casual or high stakes. Casual players only go for the fun of the game and may not get as far or as many perks. High stakes players go hard at the game, they put in so much time and get the best items in the game. You can see this in real life as well. Those who just go through life and those who push hard and get further. You can see extremes of both in games and life. Too casual and you are bad, too serious and it makes things unfun for everyone involved.
This aspect is very important in gaming as well as real life. I know I feel like I have to go at my quest alone because it is my responsibility. That's not true, we are to be responsible but that doesn't mean being alone. McGonigal talks about how team work takes coordination and strategy in games. This is also true for life. You must choose those you are around carefully in order to get things done. She also mentions that in games you have to have the right combination of roles, mages, clerics, warriors, hunters, in order to complete the quest. In real life everyone is good at something and using everyones talent to there fullest potential is key to succeed in life.
Endgame
When you are working you want to know what is in it for you. What do I get that makes this job worth it? In video games it may be in game content or the bragging rights that you are the most powerful of your friends or in the world even. But what about in our lives/jobs? My endgame as a teacher is to know that I made a difference in at least one student's life. That I helped someone become a better "them" then they thought they could be. I want to let people know they can do more and be more than they ever imagined. As a Christian it is to lead people to Christ and love my neighbors and my God with all my heart. These "endgames" seem closer in games, that's why people love them so much. Though in our own lives we should realize that in the bigger picture of things that our endgame is much closer than we know.
Leveling up
In a game when you level up the perks are instantly noticeable. "Once I reach level 3 I will be able to cast a fireball spell!". McGonigal says that in World of Warcraft you have to put in a lot of time and effort to reach the max level and that's only when the real fun starts. I can see this in life as well. Our level up process is much different on the surface level, but as in a game it has the same results. No that I have completed my studies in college I can get a job in the field that I want. Now that I completed this part of my work I can finally do the project I have been waiting for. These examples we see all the time. So just keep leveling up and get to that place you want to be.
A clear goal
Sometimes in life you might get lost, confused as to where you should go next. McGonigal points out that in WoW there is never a question as to where you are and what you are suppose to do. Boy, that would be helpful in life. This is what I find appealing about games. If I get lost there are always places to go to find out where you need to be, or people, or an annoying fairy, to tell you where to go. I think this draws people into gaming. Life isn't that simple, it gets confusing. As a Christian we have a guide to follow, but as humans we tend to want it all spelled out when it gets the slightest bit hard.
Actionable steps-
Along with a clear goal, video games also give you step by step instructions on how to do things. Unless you are at IKEA there aren't many places to find that kind of help in real life, and even then you are running the risk of messing up. Also each step you take towards your goal you usually get a reward that leads to the grand prize. Life, not so much. Some times in life your reward is a hard place that you struggle to get through.
Motivation
I struggle so very hard with this part in real life. In video games though there seems to be plenty to motivate you, and McGonigal would agree. She says that results you can see are satisfying and that leads to motivation. If I can see now what will happen when I complete something then I am more likely to do it. Also if we can prove it to others then it is going to push us to do something. She points out that in the gaming world you get impressive items that you can equip to show that you have accomplished something great. There aren't that many things like that in real life, besides degrees, which are impressive feats in themselves. It just seems more prevalent in games.
Collective Improvement
Not only are you working on your own personal character but in a micro community within this massive world. McGonigal points out that you can join guilds and do quests that gets your guild higher rankings than the rest. In this situation you are not just looking out for yourself but your guild as a collective whole and the goal for that guild. This is a good way to look at teaching. As teachers our goal should not be to get the grades from our students that are the best but to develop a group of students that are life time learners. As teachers we form a guild and our goal for this guild is better learners.
Phasing
What around us is effected by our actions/work? In life it may be hard to really tell unless you are an architect. It certainly doesn't show too well as teachers. We sit and ask ourselves "What results am I seeing?" We don't always get results. In game McGonigal points out this feature of phasing that once you progress in the game the place starts to change. Enemies disappear, buildings are built, things begin to progress and we see that. I know as a teacher I have taught lessons and been like ok you guys get it right? And they just stare at me. I thought I had messed up but I waited and eventually I saw the results, just not when I expected them.
Feeling Productive
When I play a game I feel productive, even if it takes me 12 hours to complete the quest. In life it it takes me too long then I am most likely to give up. I have seen, however, that if I changed my perspective and did it like "quests" then I see progress. In games we are rewarded, just like I mentioned before, but in life if I do the laundry all I get is clean laundry, which is good, but in a game you may get gold and new armor, which is way more appealing.
Casual or High Stakes
In video games there are two types of players, casual or high stakes. Casual players only go for the fun of the game and may not get as far or as many perks. High stakes players go hard at the game, they put in so much time and get the best items in the game. You can see this in real life as well. Those who just go through life and those who push hard and get further. You can see extremes of both in games and life. Too casual and you are bad, too serious and it makes things unfun for everyone involved.
Gap Steal?
To put it simply, Gap messed up. I looked into this a bit more because the article didn't give out enough specifics to go either way. The photographer did publish this picture on Flickr, but he did so with some rights reserved. He published the work on the sites Creative Commons Attribution-NonCommercial-NoDerivs 2.0 Generic (CC BY-NC-ND 2.0) license. This means that the user of the photo has to give credit to the photographer, which they didn't, can not sell the image in anyway, which they did, and can not alter the image, which they also did. If you look at the image on the shirt compared to the original photo anyone can see that they are identical, minus the alterations done by Gap. The only thing that could through this case out is the fact that you can tell that this is the man's picture and be 99% sure, but there is still that 1% that could ruin it. A watermark on the photo could have prevented this and made for a iron clad case against Gap, even though I kind of think its already pretty solid. In the classroom you just have to pay attention. On sites like Flickr it gives the specifics on what can be done. In the class you could use this picture with correct attribution and I understand that for education purposes you can transform the image but since the publisher specifically published it without this available then you have to keep it the same.
Controversial Billboard
Wow this case is pretty crazy. I understand why the mom is so furious. The billboard didn't seem like it was promoting anything just slamming an entire race of people. However, looking at this in terms of copyright, the company wasn't in violation. When the mom had her daughter's pictures taken with the modeling agent she said that she understood that these images could be used as stock photos. This was the risk she ran in doing so and it is awful that the picture was used for such an offensive campaign. Again the company was not in violation due to the nature of the material used. It was a stock photo and now the company owns the photo regardless of the mom trying to do something. It is a very unfortunate case but none the less it happens. It can also happen in the classroom as well. This is why whenever a teacher takes pictures they need the permission and to post it in a way that it can only be used for the educational or professional use of that specific class. Posting on a social media site is not an option so it is just something that needs to be well thought out so something like this cannot happen in the future. I think if this image was used in the class it would have been more welcomed, especially if it was transformed.
A Family Christmas Card
This was an interesting case, how someone in Prague could take a family from St. Louis' picture. In the article it says the man found the picture from Flickr, a photo sharing website. I can see how the man thought that he could use the picture. On Flickr you just type in a keyword and find the picture that you want. The man probably did just that. However, on Flickr the pictures are grouped based on the ways you can use them. I am not sure how this family's picture was publish but if it was in the wrong spot they the man would have been allowed to use it, even if it wasn't the intent of the family in the beginning. However, if it was grouped up in the part of Flickr that makes it copyright infringement then he is in violation. No permission was given to use the picture so I believe that he is in violation. Though when confronted with his mistake he was very nice about it and agreed to take the picture down so I do not think that any more action should be taken against him. In the classroom if this were to happen I think doing exactly what the man did would be necessary and teaching my student about the different sections of Flickr and only taking from the places we are allowed to would be necessary. In classroom use if permission was asked and used for educational purposes then this would be an okay use of this picture.
Friday, May 29, 2015
Disciplines in Education
Apps for the Disciplines Review
Middle School
Epic Citadel-
This app is amazing and as a literature major my mind was flooded with ideas on how to use this. Creative writing is often an area that most people choose to avoid but from my personal experience this is an area that needs to be covered which will teach so many different skills. Using this app you step into a medieval world filled with castles, shops, stables, fairs and so many other things. This world is so detailed with the use of Unreal Engine. You could have the students explore the world come up with characters, and place them into the roles of society in that time. This would be a great tool to integrate basically all the subjects into one thing. For creative writing purposes it may inspire stories from this time period. We can show our students pictures till their eyes fall out but this interaction with an actually medieval world is amazing.
The Weather Channel-
I reviewed this app because I love meteorology. This would be an awesome tool to show students how we get our weather and to introduce them to the types of weather across the globe. This shows the students radar, and the different features a weather person uses to bring us the weather. You could assign students different places on earth, or have them choose, and report on the weather there for the week. Another feature worth noting is the videos. This allows you too see videos of the different weather that they normally wouldn't encounter. This app is really great and I will be using it in my future science classes.
Doodle Buddy
Drawing is not my thing but with this app I truly feel like an artist, in the most basic sense of the word. It has so many different features to allow you to create your own master piece. Like I said before I was never really good a drawing or creating images when it came to art, but with this app I felt inspired. This would be a create way for teachers to allow students to express their creative side in a easy, and nonmessy way. Now the first thought that comes to mind is "Why pay more when we can just use paper and pencil?" This app saves your work digitally so if you want to use it on almost anything online you can. Also it allows you to share your work through many different programs, such as email and even share it on Facebook. This would be a good way for students to explore their creative side and might even find out that they like art and they are good at it. I definitely recommend this app.
Beatwave
This app is perfect for anyone, musically incline or not. It is easy to pick up and fun to play with. You just simply line up dots as the line goes over them and it plays the notes. This would be a fun activity to do with the entire class. Have each student or group of students have a certain sound and have the class to work together to create a song together. This app teaches student timing, cooperation, and how to have fun, which is a very important lesson for people to learn at any age. I feel like this would be something I could easily incorporate into my class for almost any subject.
History Tools
I am not a fan of social studies or history, but this app is really cool. Say that you want to know what happened in history on your birthday, you can find out. This app allows you to click on almost any date and find out what happened on that day throughout history. This includes important events, holidays, deaths and birthdays. It is interesting to see other things that we normally wouldn't learn in history. The appeal to students would be to see what happened on their birthday throughout the years. After that they would be free to roam on the app looking up other days. This would be a great hook into different sections of history or a fun fact of the day.
Middle School
Epic Citadel-
This app is amazing and as a literature major my mind was flooded with ideas on how to use this. Creative writing is often an area that most people choose to avoid but from my personal experience this is an area that needs to be covered which will teach so many different skills. Using this app you step into a medieval world filled with castles, shops, stables, fairs and so many other things. This world is so detailed with the use of Unreal Engine. You could have the students explore the world come up with characters, and place them into the roles of society in that time. This would be a great tool to integrate basically all the subjects into one thing. For creative writing purposes it may inspire stories from this time period. We can show our students pictures till their eyes fall out but this interaction with an actually medieval world is amazing.
The Weather Channel-
I reviewed this app because I love meteorology. This would be an awesome tool to show students how we get our weather and to introduce them to the types of weather across the globe. This shows the students radar, and the different features a weather person uses to bring us the weather. You could assign students different places on earth, or have them choose, and report on the weather there for the week. Another feature worth noting is the videos. This allows you too see videos of the different weather that they normally wouldn't encounter. This app is really great and I will be using it in my future science classes.
Doodle Buddy
Drawing is not my thing but with this app I truly feel like an artist, in the most basic sense of the word. It has so many different features to allow you to create your own master piece. Like I said before I was never really good a drawing or creating images when it came to art, but with this app I felt inspired. This would be a create way for teachers to allow students to express their creative side in a easy, and nonmessy way. Now the first thought that comes to mind is "Why pay more when we can just use paper and pencil?" This app saves your work digitally so if you want to use it on almost anything online you can. Also it allows you to share your work through many different programs, such as email and even share it on Facebook. This would be a good way for students to explore their creative side and might even find out that they like art and they are good at it. I definitely recommend this app.
Beatwave
This app is perfect for anyone, musically incline or not. It is easy to pick up and fun to play with. You just simply line up dots as the line goes over them and it plays the notes. This would be a fun activity to do with the entire class. Have each student or group of students have a certain sound and have the class to work together to create a song together. This app teaches student timing, cooperation, and how to have fun, which is a very important lesson for people to learn at any age. I feel like this would be something I could easily incorporate into my class for almost any subject.
History Tools
I am not a fan of social studies or history, but this app is really cool. Say that you want to know what happened in history on your birthday, you can find out. This app allows you to click on almost any date and find out what happened on that day throughout history. This includes important events, holidays, deaths and birthdays. It is interesting to see other things that we normally wouldn't learn in history. The appeal to students would be to see what happened on their birthday throughout the years. After that they would be free to roam on the app looking up other days. This would be a great hook into different sections of history or a fun fact of the day.
Wednesday, May 27, 2015
Literacy for Education
Grammar Express
This was the first app that I looked at. I did not have access to the full version but did get to play around with three of the lessons available. My initial thoughts were "Wow, wish I had this in elementary school. I would have done much better in English class." This app first teaches the lesson to you with notes. The notes are written in a way as to not make you feel overwhelmed with information. Then you have an easy to do quiz after you study up. Over all I liked this app and can see me using it in class more for reinforcement of these skills, which can easily be lost.
Merriam-Webster
I, of course, chose to use this app because this is the Dictionary I grew up with and have found it to always be reliable. The same is true, if not truer, for the app. I was only expecting to find, well a dictionary but was pleasantly surprised to see so many different features. One of the ones that I just love is the word of the day. It will give you a random word of the day which is a great way to build your vocabulary at a easy pace. Not only does this feature give you the word along with the definition but it gives you some history behind it as well. Such as examples of the word and where this word shows up in history. So not only is this a great feature to help with grammar but it integrates a little bit of history in there as well. Some other note worthy features are things like the app can say the word for you. This would be perfect for students of all ages, even a student like me that is in Grad school that still has trouble pronouncing words. The app also tells you what part of speech the word is, it's language of origin and the year it first appeared. Over all I love this app and can find many ways this would be more than useful in the classroom.
Book Creator
Of course being a literature major I would choose to do a review on Book Creator. I will admit I had some trouble with a similar app on the desk top but found the app on Ipad to be a lot easier to manipulate and use. This would be a great tool in a creative writing lesson or a way to do projects in another subject besides just writing an essay. And because this is a multimedia way of presenting you are not limited to just text. You can add photos, either ones you found on the internet or ones you take with the camera. You can also add sound to spice up things for your presentation. This app is really cool and I can see myself using it in my classroom.
Puppet Pals
This is such a fun app to use in class and can be applied to all subject areas. With this app you create stories using the "puppets" that are provided. You also record the story using the devices microphone. It is very easy to use, even with the little bit of a learning curve. They have character's provided that cover a wide variety of genres, even political. I can see students using this in a flipped class environment in order to teach the lessons they learn in history, science, math, literature and grammar. This definitely would motivate students to do their final projects because it isn't just your standard essay or test.
Tuesday, May 26, 2015
Basics for Education
Word and Pages.
Similarities
Word & Pages
Similarities
Word & Pages
- The features between these two are very similar. On both you can format the pages to meet your specific needs, fonts and sizes are available to design your work however you want it, and images can be added in order to spice things up a bit to not overwhelm your readers with a giant block of text. The editing feature on both is quite similar so you can organize works on both in the same way.
- Both are great for taking notes in class and since you may have one system and not the other you can depend on either to take notes in your class.
Differences
Word
- More user friendly that pages. On word you can find all the tools and features you need up front instead of filtering through a bunch of options in order to find one thing. The layout of word "feels" better than pages because it's all right there in the open.
- The tools on word work easier than on pages. An example of this would be if you wanted to type something that had a list with bullets or roman numerals. On word it is easy to make subsection in each main section, where as on pages you have to do a bit more in order to get it just right.
- Word has awesome features that would allow you to do math work on the document. This was not present in pages.
- Office apps do not transition well between PCs to Macs. It messes up formatting and can cause you to put more time, that you may not have, into a piece that was, at one point, completed.
- Windows Office is expensive.
Pages
- On pages you can place pictures in the word document. This feature is available on Word but on pages you can freely manipulate the image to the size you need were as on Word it is awkward and frustrating for the most part.
- Work you have on pages can easily move from an Ipad to a MacBook to the desktop without much, if any, hassle. This would make sharing work in the classroom a very simple process compared to how we normally share.
- Pages in already include in most models that you would buy now. Even if it isn't included on your device it is very inexpensive compared to Windows.
Box.net
This site was very interesting. I wasn't sure as to what it was at first but once I figured out that it was online storage it was all cleared up. After looking at it a bit more I sort of felt like it was very similar to iCloud or other storage systems I have seen. Though the one thing I did really enjoy was how simple it seemed to be to set up and store things onto the site. I have hardly messed with iCloud but from what I have done Box.net seems to be a better solution, for me personally.
iThoughts
I had never heard of iThoughts, until today. When I first opened the app I knew immediately that this would be an amazing tool to use in the classroom. The organizational values that come with this app are astounding and as stated before, can be used across the board in education. I can see in Reading using this app to do story planning before a creative writing project or mapping out key elements in a story that we have read. In math you can use this to map the process of solving equations and since Common Core adds a written element this would be so much better for students than just paragraphs. In science you can map out the scientific method and your findings within each step. Social studies is full of timelines and this would be a great tool to create those. One of the biggest applications of this would be in Metacognition. You can have to students literally map out their thought process as they work through a difficult subject in order to have them see where they need to improve or change things.
Rover vs. Safari
Rover
- Costs $10 for the app
- Cannot multitask, use multiple tabs
- Perfect for kids, younger preferably, because if filters material.
- Is flash compatable
Safari
- Free
- Not filtered so caution is advised
- Can use multiple tabs without losing work.
Like iThoughts I had also never heard of Rover until today. I can see where Rover can be a great tool in the classroom for teachers to find and use educational material on the web, but this is conditional. I would only use Rover in my class if I was teaching 4th grade or lower. The sites that it recommends or do not have blocked may seem "kidish" to older students which will prompt them to not want to work. I would use Safari in my class but not before teaching digital citizenship to my students. Safari is not filtered, like Rover, so the students can find themselves in a bad place pretty quickly. In order to prevent this I would monitor closely and teach them how to use the browser properly. Over all I do see great potential in Rover, but only in the lower grades. As for my specific teaching I will be sticking with Safari.
Monday, May 25, 2015
Tablets: Options, Uses and Education
1. IOS (Apple)
Pros-
- Apple offers the most variety when it comes to applications which gives educators more options to find the right application to meet their needs. Also on the subjects of their apps most are very user friendly and made specifically for educational purposes. Not only do they include apps specifically made for teachers but other apps that can be used in an educational setting that cover a wide variety of topics which makes differentiating and appealing to your students on an affective level very easy. These apps are also very user friendly for both the students and the teachers using them. They have made it to where integrating this technology in the classroom can be a painless as possible.
- Apple's products have the most options when it comes to cellular connectivity. This will allow you to use the services on the device even in those areas with unstable WiFi. These services are available on all of the models of the Ipads which makes shopping for the right one more convenient because of this wide availability of the service. This means that each Ipad will be that much more dependable when using the internet features in case something happens to the WiFi you have other options.
- The size and technology available on the Ipad is ideal for the classroom environment. It is small enough so that children don't feel overwhelmed by the size and can transport it from one place to the other with ease. They are easier to carry around than a laptop and have just as many, if not the same amount of, features. Not to mention that their are other sizes to choose from, depending on what you need them for in the classroom.
Cons-
- Apple products are fairly expensive which make them harder to obtain in lower income school districts. This will prevent most schools from buying them simply because they cannot afford one for each student, which is the idea situation. Even the most basic models of Ipads can come with a pretty hefty price making it seem out of reach or not worth the cost.
2. Android (Google)
- Android has the biggest selections of tablets on the market. These selections come with a wide variety of features so it would be hard for you to not find what you were looking for when it comes to Android. They have from the smallest sized tablets to some of the largest to fit any need you may have in the classroom.
- With Android you have some of the best options when it comes to using the tablets for books. Tablets like the Kindle and Nook are made specifically for downloading and reading books which would be really handy in the classroom in replacing all of those bulky textbooks that are really expensive.
- Being with Google they have an "open" operating system which means that anyone who wants to use android can purchase it. This opens the possibilities of many more tablets in the future to those who are developing some now. It also means a wide variety of brands available in the present time. This will give schools more options before they make the decision as to which tablet they should buy. Also it allows for a lot of different and unique tablets to be available.
Cons-
- The apps don't translate well between tablets. What you can use on one tablet might not work on another. This can limit the buying potential down to only a few tablets to choose from which can make the choice harder for the schools. You want to be able to depend on the tablets to run what you need but sometimes android will not deliver in this area.
3. Windows (Microsoft)
- Has a lot more storage space than most other tablets. The Ipad goes up to around 64g whereas the Surface can have up to 128g or memory. With this kind of storage the teacher can save so much more of the students work, files or a plethora of other classroom related materials on this tablet and not worry about running out of space.
- Has usb ports unlike other tablets. This allows for external drives to be used with this tablet. If a student has a flash drive that they are using to store their work on then they can plug it into the surface, just like they would a regular computer, and be able to access that information. Going along with the physical features of the tablet, the Surface comes with a keyboard attached to it which makes typing on it so much easier. All other tablets you would have to buy the keyboard separately.
- The Surface comes with programs that we are all familiar with, such as Microsoft Office. This would allow students to use something they are already familiar with and not go through the trouble of learning a new program once they have another already pretty much mastered.
Cons-
- Variety is non existent when it comes to the Microsoft Surface, so if you do not like it then you are not buying anything that runs on Windows. Because there isn't any choices when it comes to these tablets you are stuck with the prices they have set and they are not cheap at all. Among tablets these are some of the most, if not the most, expensive ones you can buy.
So, in conclusion, from the articles I have read and the specs that I have looked at the over all winner in what tablet should be purchased for schools is the Ipad. The creators of this seemed to have educators in mind. It is so very user friendly that the students will have no problem picking it up and being able to use it without any real frustration. Also the biggest thing with Apple is the amount and availability of their Apps. There are so many out there in the App Store that are made specifically for educational purposes taking advantage of them would seem silly. The Ipad also comes in enough of a variety that you can decide what the school needs and feel as if you had plenty to look at. On the subject of the availability of cellular on the tablet, Ipad has that. It will cost a bit more in order to use this feature but if there is money in the budget then it is a wise investment. So overall Ipad definitely should be in the classroom and would help the students out tremendously.
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