Saturday, March 28, 2015

What Video Games Have to Teach Us About Learning and Literacy Book Report

To be quite honest with you all, I am not sure where to begin. What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee thoroughly trumped my expectations. I am not exactly sure what I thought I was going to get out of the book beside a general argument for why video games aren’t a waste of time (and I doubted highly that I would even get that). But, I got so much more out of it. I learned a great deal and have managed to “transfer” all my new knowledge to multiple classes and arguments. This book really solidified ideas of why video games are so much more effective for children to learn than the structured “skill-and-drill” means of education in schools today.
            I especially liked how James Paul Gee talked about learning in science classrooms. I realize that he was applying this knowledge to all different kinds of classroom learning, but his examples of the science classroom really struck a soft spot for me because science was never something that I “got”; science was always and still is a great struggle of mine. A lot of the time I felt like the “bad” student because I was never good at spitting out facts about things that seemed so abstract and so irrelevant to my life—two key components, Gee argues, that should not be missing in a learning environment. I never found solid “situated meanings” for words with “images, actions, experiences or dialogue in the real world.” Gee says, “This is way so many school children, even the ones who are good at school can pass tests bust still cannot apply their knowledge to real problem solving.” (pg. 105) He says, “It’s all ‘just words,’ words that the good students can repeat on tests and the ‘bad’ one’s can’t. (Pg. 97).
I really liked Gee’s notion that a “one-size fits all” does not apply to learning. He says, “A good video game adapts to the level of the player, rewards different players differently (but rewards them all) and often stays at the edge of the player’s regime of competence.” (Pg. 122). I liked this because, often times, there are usually a handful of kids (usually the ones who keep quiet) who learn a little slower than the rest. That doesn’t mean that they are dumb or can’t learn the material, it means that they just need a little extra explanation for what is going on. When material is sped through at a pace that “normal” kids learn, the kids who learn a bit slower are going to be left in the dust and incapable of learning future problems, as problems tend to build on prior learned knowledge. Rather than penalizing students who cannot keep up, I feel as though the instructor should work toward a more positive approach in the classroom, rather than the reprimanding, red-pen means that is often used. Gee argues that that is one of the key elements as to why video games are such powerful means of teaching/learning. He says, “A good video game adapts to the level of the player, rewards different players differently (but rewards them all) and often stays at the edge of the player’s regime of competence.” (Pg. 122). It does a student more harm than good when an instructor reprimands the student for a bad grade. There is nothing like discouragement to get a kid not to try. Gee says, “In video games, losing isn’t losing, and the point is not winning easy and judging yourself a failure. In video games, hard is not bad and easy is not good.” (Pg. 175).

Another element of the book that had me quite interested was how video games allow the player to become the scientist by “encourage learning, hypothesize testing, risk taking persistence past failure, and seeing ‘mistakes’ as new opportunities for progress and learning.” (Pg. 37). Gee talks about how video games lower the consequences of failure, ultimately encouraging the player to “take risks, explore, and try new things.” So, instead of tossing a ton of irrelevant facts and intangible ideas at kids, the way to encourage learning for kids is to A) make the material relevant to their lives and B) let them discover answers for themselves. Of course, it would be pointless to allow children to run around rampant in a classroom and have them try to discover answers unguided (because that would be completely unproductive and waste everyone’s time), but with a guided hand. Gee argues that children are more capable of learning and retaining information if they discover answers on their own.
With that said, I was thrilled to learn about Brown and Campione’s Jigsaw Method of teaching/learning. As soon as I read about this method I instantly thought back to those science classes in middle school and high school and thought about how this method would have helped me so much. Basically, in the jigsaw method, the class is split into small groups where these groups study very in depth about their given topic, and once these small groups have mastered their topic, they disperse into different groups with other kids who have also mastered their topic. Within this module, these kids are able to teach each other the knowledge that they mastered. My mind was blown when I read about this. I couldn’t believe I had never before heard of or seen something that seemed so simple and so effective enacted in a classroom before. And as I read on, Gee talked about why they don’t use this method anymore, and it basically boils down to the economy and money. He said that it was used initially because it was the model in Japanese schools in the 1980’s when the Japanese’s economy was doing really well. However, when the Japanese economy fell and the American economy rose, they quite implementing this method because “the new global high-tech economy called for lots of service workers in addition to lots of knowledge workers.” (Pg. 207). Knowledge workers, Gee says, are the ones with the more specialist and technical knowledge, and the service workers are one who do the manual and industrial work. Which makes me really sad.
            I’ll end this long post with one of my favorite quotes from the book: “The key is finding ways to make hard things life enhancing so that people keep going and don’t fall back on learning only what is simple and easy.” (Pg. 3). Gee mentioned in the end of the book that his purpose for writing this book was not to convince school systems to use video games as their lesson plans, but rather, his purpose in writing this was to display his observations of video games and how, in his opinion, are “well supported by research in the learning sciences.” (Pg. 218).  How we will find the answer to making “hard things” appear more appealing, I do not know. But I think that video games provide an answer that sets us on the right path for the future of learning.







Sunday, March 22, 2015

Project Proposal

Introduction:

For my project, I propose looking at how television is detrimental to child cognitive growth. This is just a general idea floating in the abyss, but it is along the lines of where I want to go with my multimodal project.
            The book I am reading for the semester is the What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee, and it has really sparked an interest for this topic. There is a chapter wherein Gee talks about interacting with a child while they are watching television and the positive effects that it can have on his cognitive growth, as apposed to sitting a child down and leaving them alone with the television, which will have the opposite effect on the child. This was something that I found to be particularly interesting, and I want to explore different examples of this.
            This connects to Digital Rhetorics and Multimodal Writing because this the future of our children. Working in a restaurant, I notice on a regular basis, that parents are plopping their children down in front of their smartphone or tablet and the kids completely exit any sort of learning or bonding experience with their parents. Being a child of the 90’s, television was a privilege for my siblings and I—Saturday morning cartoons being something that my mother would “take away” if I was naughty, but it wasn’t a way of life. With that said, I acknowledge that mothers are busy these days and can’t spend as much time entertaining their children as they would like. But, if we must constantly keep our children entertained in this digital age (because it is virtually impossible for children to escape the ways of the asphyxiating digital world), how can we do it in a manner that won’t be detrimental to their cognitive growth?

Literature Review:

            Again, I am not positive about this topic, so my process is privy to change. However, I want to take a look at Baby Einstein, a movie series that is supposedly a learning tool for babies and young children. I also want to take a look at some research on Rosetta Stone. Last semester, Phil Gaines talked about a part of the brain that every child is born with that allows him to learn any language in order to adapt to his surroundings (it eventually goes away after a few years). I plan on dusting off some of my old textbooks and taking a deeper look into that. And, of course, I will do my best to use as much of What Video Games Have to Teach Us About Learning and Literacy as is applicable.

Methods:

The format I am expecting my essay to take would be in the form of a video. I liked working with PowerPoint in my Audio Visual Project, but it seemed to set me back on what wasn’t as important. I think I may just do a self-interview with my smartphone and editing it in iMovie. I have a few creative ideas floating around for the specifics, but I am not going to share them now, since I am not positive in what exactly I will be doing.
As far as completing the research, I plan on reading a bunch, doing a lot of multimodal web surfing, bringing some dead notebooks back to life, and talking to my mom (who worked with this sort of thing when she was teaching). I am not sure the schedule in which I will be conducting my research, as I am constantly working and doing homework when I am not in school.

Works Cited:

Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 2003. Print.



Sunday, March 15, 2015

Technology.


Morgan and Grace's Audio Visual Project






A/V Project: The Struggle is Real

                                                     A/V Project: The Struggle is Real
                                             Project by: Morgan Brown and Grace Holler

So I am going to start my summery of our Audio Visual Project with the expression of how I thought it went: jdfkgflkdghfkhadfgklasdoweiropewdgfil. I feel better now. This project ate a part of my soul. Thankfully, I had the lovely Morgan Brown to bounce ideas off and share my frustrations. Though this project didn’t turn out the most epic and high-tech ever, we definitely spent a lot of time on it—oh, a collective ten to twelve hours at City Brew. As of right now, 7:42pm on March 15, 2015, our A/V project is one hour and forty minutes long. One more time: an HOUR and FORTY minutes long. How that happened from a six minute and fifteen second PowerPoint video is beyond me. Thank you, Youtube for making things that much more complex than need be. Also, the videos we found on the internet are not playing. Thankfully, my boyfriend is a pretty darn handy Asian man, and he said he would try to fix the problem as soon as his movie is over. I am so lucky!
            I really like what we chose to write our project about. We did some research on rhetorical choices of music in advertisements, and I learned a lot more than I thought I would about our topic! We covered two types of advertisements that used music as a means of persuasion. Our first that we used was a Swiffer commercial that played “Baby Come Back,” where they used humor as a means of persuasion and positive association. The second commercial we used was the Education Connection commercial where they wrote their own song and failed at targeting their audience with music, but instead, deterred them from any sort of interest in what they have to say. Overall, I was really impressed with what we came up with. I think Morgan and I make a great team! J

One thing I think I would like to suggest about the class is a general prerequisite in working with computer programs. Since we are talking a lot in this course about how multimodal media and what not is shaping our daily lives and future, I think that it would be beneficial to require some sort of computer class as a prerequisite. Morgan and I had a heck of a time trying to navigate our computer programs. But then again, we may be part of a 2% of people who don’t really know which way is up in the world of technology. It was kind of funny because we were trying to figure out if we had PowerPoint, and after much searching and failing, I realized, when I got home, that is was hanging out right in front of my face right next to my Word application. So there’s that… But besides the minor issues we had and the really massive one that we currently have, I feel like I learned a lot from this Audio Visual project, though, I hope that I never have to do such a thing ever again.