Insights into my mind as they occur
knytestorme
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Posts by knytestorme
Banned from being more accessible?
Jun 9th
In october 2009 it was reported that the Queenslad department of education had banned teachers from friending students on facebook or myspace and that any personal web presence they have had to be made private and appropriate, but with only loose definitions of what was considered inappropriate, or risk loss of pay, demotion or sacking.
It seems that the catalyst for this ban was that there had been eight cases in the last financial year of teachers using these techonologies for inappropriate contact with students and one being removed from their contract purely for the use of innuendo rather than physical contact. As an aside to this it was mentioned that more than 30 teachers in the past 3 years had been removed as teachers for inappropriate conduct with students, therefore all teachers are now banned from being more accessible to their students based on the actions of 8 teachers even though more than twice as many had been removed for the same conduct outside of these technologies.
Scarily, it is reported that “Queensland Association of State School Principals, Queensland Council of Parents and Citizens Associations and Queensland Council for Civil Liberties all support the ban on social website contact, arguing contact can be fraught with danger.” which seems to indicate that all of these organisations view teachers that want to maintain a web presence where students can have contact with the teacher quickly as perverts of some kind and would have to raise questions about why someone would want to work in that system.
Edutainment ICTs in the classroom
Jun 9th
While looking over all the articles that I have previously journaled it appeared that all of them came to the same conclussions and also found the same issues or problems arising across each of the locations or case studies they presented. This summary will try to extrapolate form these journal entries to see what these commonalities are and how they suggest educators avoid or oversome them, as well as which issues can be leveraged to our best advantage.
In their studies, McNeese and Prensky found that videogames helped students develop multiple skillsets such as tactical thinking, physical co-ordination, multi-tasking and parallel processing that would not be as easily, if at all possibly, developed through the use of studying out of a text or by a teacher lecturing at them. Both of these articles also talk about issues that can be harmful to student education but aren’t anything to do with the students, rather the software providers and the teachers themselves and even then, the provider issues still ultimately rest with the teacher.
McNeese points out that the edutainment software being used can be inappropriate due to issues of cultural bias, it can cause discipline problems and it can be created with more of a focus on profit than good pedagological decisions while Prensky delves into the fact that many teachers are “digital immigrants” that are still learning to speak the new language clearly and fluently and it is in Prensky’s comments that we can see that the problems identified by McNeese are only an issue while a teacher doesn’t try to improve their digital vocabulary. If a teacher strives to increase their fluency in technology they should be able to make good, informed decisions on what software has a solid and valuable pedagological basis to be used in support of how they are trying to teach their students and which will be frivolous or pointless activities.
Prensky’s “digital natives and immigrants” theory also points to a way teachers can avoid the issues raised by McNeese, McKenzie, Kirriemuir and McFarlane, that of using technology for it’s own sake as technotainment rather than using it where most appropriate and beneficial. If a teacher is able to speak fluent digital then they should be able to see past the arm-waving and razzle-dazzle of software vendors and be able to speak with them on a coherent level to make informed decisions on what software is the best for their purposes rather than merely relying on the vendors words.
The other point that all the authors make is that a lot of software tries to treat learning as a painful process that should be avoided at all costs, that there isn’t a need to read deeply into documents and that students should suffer through what they need before they are rewarded and that this is not a valid way of teaching. Resnick coins the term “playful learning” to be used rather than “edutainment” as it espouses that the students are playing as they learn, thereby reinforcing the idea that learning is fun to the students. The authors all seem to share the same feelings about using software in education as a means for using interactivity with the students and trying to make sure they are having fun at the main task and the learning is incedental to this fun, but still there. This leads to an understanding that using software that is no different to having them read out of a text book and then do problems, a staple kind of edutainment ICT in younger years, is not beneficial and would be a situation where the technology is being used just so schools can say they use it and thus should be avoided while games such as Sim City should be embraced because the learning students will do (regarding topics such as strategic planning, maths, problem solving, etc) is all incedental to the fun they are having while playing.
As can be seen from this, all of the researchers make clear the point that educators need to ensure they are using technology not for its own sake but as a means of deliverying content in a fashion that students are used to, a way that allows students to best leverage the way they process all information through their daily life. Educators also need to focus on ignoring the way they themselves learnt and instead realise that students now multitask with various ICTs commonly through their day and spend more time interacting with computers and videogames than they spend reading thus the use of videogames, either pure or edutainment, can be a more effective way of getting students interacting with lesson content than teaching them from a text book.
We, as educators, also need to ensure that if and when we use videogames as a learning tool we are doing so as a way to reinforce the learning through a new paradigm and not as a way of rewarding students for putting up with learning…we need, in essence, to use these tools as a way of enhancing the fun inherent in learning in the same way we make take students on a field-trip to get hands on for a geology class etc.
Overall through, what these articles show is that there is a definite use for edutainment ICTs in the classroom and it is up to educators to improve their understanding of them before dismissing them out-of-hand as frivolous or a failure if they don’t produce immeadiate results which is the point that, I believe, Prensky makes in the best fashion…it is up to teachers in the current age to make sure we remove our accents and, at the very least, be able to pass for digital natives.
Using computer games in the classroom
Jun 9th
In their 2003 article Kirriemuir and McFarlane examined the use of “pure” computer and videogames, as opposed to “edutainment” titles, in the classroom through an informal survey on how and why these types of games are used in an integrated manner with classroom learning.
A survey in 2002 that one of the authors was involved with found:
- Vast majority of classroom software was “edutainment”
- Simple simluation games such as Sim City and RollerCoaster Tycoon were the most common game software found
- Majority of games were PC based
- Significant reluctance from teachers to use consoles in the classroom due to lack of non-games software
The authors further found, in a follow up to the survey and other surveys, that they gave mainly positive results but the schools discontinued using the games after the survey period and appeared to regard the use of them during the survey period as experimental rather than piloting. The authors also reported that when games were used within lessons the impact of them was positive, allowing the teachers to broach many types of subjects either within the confines of the game or even using the games in unintended manners, as well as the games helping to bring some students out of their shells and into a realm they felt more comfortable in.
The article goes on to explain some of the obstacles that were found in both the 2002 and 2003 surveys, but giving no clear solutions on how to avoid these obstacles, and then a list of trends that were found across the surveys as well before offering the final conclusion that there is a general ambivalence still to using computer games as educational tools and that many schools are providing games for recreation or rewards but not using them for educational purposes even where they recognise the potential.
Digital Natives vs Immigrants
Jun 9th
In his 2001 article Marc Prensky makes an interesting observation regarding students, that they have changed and the way they learn is no longer the way current systems were designed to teach. He goes on to make the points that the average college student will have played 10000 hours of computer games, watched 20000 hours of television but only spent 5000 hours reading and that because of this, the sheer volume of data they are processing day-to-day, they think about and process information differently to older generations.
This divide between generations leads Prensky to coin the term “digital natives” for those who dwell in this environment daily and/or were raised in it, and the term “digital immigrant” for those that are from an older generation and are trying to come to terms with the new technology and paradigms created by them. The terms are seen as being apt as, just with an immigrant to a new country trying to talk to a native, there is a language barrier causing communication issues and the more of an immigrant one is the greater their digital “accent”.
This “accent” leads to the biggest issue there is for educators, those educators that are digital immigrants are speaking a totally different language to that of their students….students that are used to accessing and absorbing their information in a parallel method, that can multitask and like to find information in a random access method are being taught by instructors that want them to work through a problem sequentially, learn the steps of the problem in an ordered fashion and work on only one step at a time.
The accent of the educators is thus restricting the students because the educators hold the belief that students can’t learn while listening to music, or watching TV, or playing videogames purely because they weren’t able to while ignoring the fact that the students have spent their entire lives processing information in this way. Prensky makes the point that it is no different to the issues seen when an adult tries to learn a new language at the same time a child born into that culture starts to learn to speak…the child will have an easy time of it than the adult because their brain hasn’t already been “wired” for a certain thing.
Prensky makes the final point here that we can’t re-wire the “native” brain so we as educators must adapt ourselves to providing our lessons in a way that is best consumed by our students rather than trying to get them to go backwards by reconsidering our content and methodology of delivery. He then goes on to give a case study of a way edutainment software was used to teach CAD useage to students and the struggles that teachers had with adapting their content to new delivery methods with the final result being the teachers seeing how the changes sped up the learning and understanding of students and how students had an easier time learning the software because it was happening while they were having fun in a non-restrictive way.
Playful learning vs Edutainment
Jun 9th
Mitchel Resnick makes a very interesting point at the start of his article, he doesn’t like edutainment. While an interesting, and self-confessed contrarian, point of view he goes on to make some very valid points about how edutainment is often viewed or marketed and why he prefers to use the term “playful learning” rather than edutainment.
The main complaint that Resnick has regarding “edutainment” is that it gives the impression that learning is a whole unpleasant experience that needs to be sugar-coated to become palatable, that education is such that a student needs to be rewarded in some fashion for being able to suffer through it. He also takes the term itself to task in that the companies try to provide students with education and entertainment in a fashion where the student is a passive recipient rather than engaging them as active participants.
He then goes on to give a case study about a young student that participated in, what Resnick calls, “playful learning” where students play and learn at the same time rather than recieving entertainment and education passively. This student was involved in an after-school center that taught children through allowing them to play and experiment with toys such as marbles, building blocks and small programable sensors. The structure of the program was very simple, for students to build “marble machines”, but these machines were then used in a way that students would come up with thoughts and be encouraged to think critically, plan, experiment, etc to build more and more sophisticated structures.
In the end he explains how schools in Singapore are seeing some benefit to these sorts of activities as well but only outside of school hours, during school hours they are stuck with teaching in the core methods even though new methods of teaching using interactivity are showing success.
Beyond technotainment
Jun 9th
In his 2000 article, Jamie McKenzie looked at how we as teachers can determine is something we are considering using can be classified as edutainment or technotainment and why we want to avoid technotainment ICTs.
The article tries to explain how a lot of educational ICT’s are currently being pitched at educators and administrators using mainly flashy graphics and special effects, the vendors trying to use razzle-dazzle to entrance those watching rather than promoting the message of how these technologies can be used to promote better learning outcomes for students by looking at the experience of a high school principle looking to help close the digital divide facing her school.
McKenzie makes the point that schools have to make sure they don’t introduce a new type of illiteracy, electronic illteracy, into schools by making sure that any educational ICT’s implemented in classes should be focused on helping students to learn how to more deeply think about issues and analyse what they read not to just make them feel happy and have fun. ..the ICT’s should have meat behind the flash.
McKenzie then goes on to explain that for some schools the act of purchasing and installing ICT’s is seen as the ultimate goal, with no clear focus or thought of purpose put into the decision, which leads to schools use and teach technology for its own sake rather than using them as tools to enhance student understanding or skills in specific areas, or even general areas as basic as reading and it is these shallow tools that can be classed as technotainment, technology laced with entertainment but lacking in real teaching value.
Using edutainment to enhance online learning
Jun 9th
When looking at how effective edutainment software can be in delivering positive pedagological outcomes we must first look at why we would consider using edutainment, what forms there are, why it can provide learning outcomes and what potential pitfalls are that we must watch out for as teachers. Mary Nell McNeese looks at all of these issues in her article from 2007 and hopefully this journal entry will help distill her data down into an easily digestible format.
According to McNeese, the main purpose of edutainment software is to promote learning to students in a way that they get lost in the fun and don’t realise they are learning. I think this is a good basic explanation but it doesn’t really explain what edutainment software actually is or how it can get students lost in fun so for this we need to explore further along these lines to make sure we, as teachers, know what to look for and how to integrate these ICT’s into our lessons.
Digital games have been found to promote the following skills in students:
- strategising
- problem solving
- reflexes
- co-ordination
- tactical reasoning
- logical thinking
- analytical skills
and so we can see that using these as edutainment tools can bring out a lot of tools that the student may not realise they have and teach them to use them instinctively in appropriate situations.
There are various positive and negatives to edutainment software that need to be recognised and accounted for by teachers using them in the class, such as:
- They can be culturally biased
- They are driven by those looking to make a profit rather than educate
- Technology can be used just because it can be, rather than being the best way to present the material
- It can teach students that learning doesn’t require perserverance or critical thinking, rather being able to connect new information with what they currently know
- It causes students to have fun and provides motivation to persist for longer periods at the activity and the learning becomes incidental to them compared to the fun but they are still learning
- Teachers need to make more effort to monitor what the students are doing as there is more opportunity for discipline issues to arise such as swearing or harrassment.
- The software has to be stored on the computers and could be used by students rather than doing their currently assigned work.
Over all, research and studies have shown that edutainment software can help promote methods of learning to students and increase their learning skillset but teachers need to still use the appropriate delivery medium for the content they are teaching and not just rely on using technology for it’s own sake.
Welcome to the new site
Jun 9th
Heya all, just a quick message to say hello and welcome to my new location. I’ll be using this site mainly for personal information and updates, along with blogging about my current development and musical works which will hopefully provide some useful information to others along the way.
There will likely be a lot of changes to the site and design over the next few days/weeks till I get to where I like but hopefully there won’t be too many disruptions as I go.