Sunday, March 3, 2013

Double Entry Journal #6

Quote:
Routine experts are adept at solving every day routine problems; adaptive experts exhibit flexibility, which is highly valued in today’s workplace since knowledge and skill requirements change significantly over the course of a career. While routine experts may be efficient and technically skillful, they may not be able to flexibly adapt to solve new problems; adaptive experts are able to adapt to as well as seek out new learning situations (Hatano & Oura, 2003). Adaptive expertise is clearly a key feature of game environments. (Hiller, Lee & Lester, 2008)

Response:
I think I was attracted to this quote because of the type of education I do. I think this is also a key feature of why it is so important to teach 21st century skills that include problem solving and other adaptive skills, in schools. Part of the role of a teacher is to prepare students for success in their professional lives, and being flexible and adaptive to new situations is clearly an important part of being successful. In the case of an adult learner, who may not have been exposed to 21st century learning skills while in traditional k-12 schools, learning these skills becomes an immediate need to obtain and retain employment in today's workplace. I can see how the right kind of game environments could help my students learn these adaptive skills. 

Additional Resource:
http://mylifeismylab.wordpress.com/2008/01/29/webkinz-as-learning-tool/

This is a blog from a mother and e-learning developer about her daughter's experience with Webkinz. The author had some interesting points about the positive learning aspects of Webkinz.com, however I think there is one glaring aspect that Webkinz teaches that I would have liked to have seen addressed: consumerism. 

 I was inspired to look for something to do with webkinz because of this quote in this week's reading:
Students also expressed an understanding that gameplay was an act that started and stopped, but interestingly they did not monitor their gameplay or the related social aspects of the gameplay solely within the constructs of the gaming environment. For example, talk about gameplay permeated their expressions of how they interacted with friends in and out of the online environment. (Hiller, Lee & Lester, 2008)
The quote made me think of my son who talks incessantly about whatever TV show or game he is particularly interested in. Lately, he has been wavering between Mario & Pokemon.  I showed him my Scratch project, and he has lately been going into Scratch to search for Mario games to play. My favorite thing about Scratch is that you can download other people's projects and remix them to make them your own. I can see the power of this especially when it comes to kids becoming producers and not just consumers.

Sources:

Hiller, A. S., Lee, J. K., & Lester, J. (2008). The twenty-first century learner and game-based learning. Meridian: A Middle School Computer Technologies Journal , 11(1), Retrieved from http://www.ncsu.edu/meridian/win2008/21st/index.htm

5 comments:

  1. Thanks for sharing. I had heard about Webkinz, but had not looked at them. I do believe my grandson will be introduced to his first webkinz this weekend.

    Those that were educated without the concept of 21st C skills have learned to work within the technology world as necessary. I know MANY people who do not own a computer, have an email, or have any desire to go virtual. They are employed in fields where those skills are not required and they are happy. The human spirit is great at perserverance and when we are interested in something we will push ourselves to improve ourselves.

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  2. I love the blog you posted about Webkinz. I have a lot of experience with this, my niece was obsessed with them for a few years. What I really like about Webkinz is that the child is learning valuable information while playing (the value of earning money, taking care of something, reading skills). It is also neat to see how technology has evolved since I was a kid. I used to have one of those virtual pets you carried around on a key chain and took care of, and now kids do the same, only online.

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  3. I'm glad you are making the connections between game play and 21st century learning! So many teachers think they are 21st century teachers because they are using a SmartBoard. Personally, I think SmartBoards promote 19th century teaching. I like to call it a pedagogy of watching. Everyone watches someone do something or show something. 21st century teaching is really about being active, collaborative and problem solving while using 21st century tools!

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  4. I too, have a niece that was into "Webkinz" and like the blog that you found. It is neat to see how early children can "connect" on the internet (with parent guidance).

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  5. I agree with your statement that educators need to prepare students for professional lives. Sometimes I'm amazed at the lack of ability for students to think things through and make an educated decision. Some would rather be told exactly what to do all the time. I guess it is easier.

    I have an 8 year old who talks incessantly. For awhile, it was about Webkinz. I didn't like the consumerism aspect either.

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