Tuesday, February 26, 2013

Here's my catlib!

At first I thought, why?  Then I decided to have some fun.  I hope you all enjoy it.  This could be a really cool application to develop some digital storytelling in the classroom. 

Scratch | Project | CatLibs

Journal Week #6

Quote:  "As educators continue the quest to ensure that all students have the opportunity to participate fully in society, multiple paths for learning must be explored. Although in its infancy, game-based technologies hold promise in forging new models of learning and teaching for the formal schooling process. "

Game based learning is not a new thought.  What is changing is the technology aspect.  I wonder if back in the 1960s educators thought that McGraw-Hill was being radical and "too" progressive when they develped the SRA program.  I remember the SRA of my early years as being fun and educational.  I could not get through the cards quickly enough. 

I believe that the role of gaming will change the face of education, but there will also come a time when the definition of gaming changes, as what was once fun becomes work.   Gaming in education is not the end, it is only the beginning.

Resource:  I will be using a couple of references.  When I read the passage quoted I instantly thought of the "gaming" of my early education.  I LOVED SRA cards.  They were radical and forward thinking at the time and they were fun!  They must have been fun, students wanted to use them, wanted to read the stories and answer the questions which enabled the student to earn rewards.  Wow!  They were not books, they were not complex or traditional.  They were awesome!  Here is one blog about SRA.  McGraw Hill still offer this reading comprehension system. 

Progressive educators have always found a way to engage students and make learning fun.  That is still true, to keep students learning and active in the educational process we need to adapt the delivery of the content into a system that is not only educational, but also fun and engaging.  We must equip students with the life skills to be successfull.  In the 1960s it was good enough to ensure that reading comprehension skills were good, that is just not enough today.  We must keep pushing the bar higher.

Works Cited:

McGraw Hill.  Website.  https://www.mheonline.com/program/view/1/1/109/0076021122/

O'Leary, T. (2012, September 21). [Web log message]. Retrieved from http://gamesweplayed.com/2012/09/21/journey-back-to-sra-reading-labs-from-the-1970s/

Spires, H. A., Lee, J. K., & Lester, J. (2008). The 21st century learner and game based learning. Meridian , 11(1), Retrieved from http://www.ncsu.edu/meridian/win2008/21st/03.htm

Monday, February 25, 2013

About Me ....My Scratch

A special thanks to Saphire123 for the basics of the game.  I hope have as much fun learning about me as I did creating it.  There are a couple of things I would like to do to make it better such as adjust the grid and turn the entire square into the background color.  I think this would be a fun way to lead students on a hunt for the next word as well.  Definitions could be given in a conversation block as well.  Great potential.

So, without further adieu........ Scratch | Project | About Me Wordsearch

I incorporated a game into helping you learn more about me, I touched on a few more than three things just because it was so much fun.  It was challenging to create the first portion to get the timing to move smoothly so as to not hold up the game.  I think it would be fun to create the word search in such a way that it would guide you onto finding the next word.  I think the Broadcast controls are what I need to learn to do that.

Sunday, February 24, 2013

Scratch Tutorial

You know you are getting old when.......

Something as obviously simple as Scratch elludes you.  I'm getting it, but my learning curve is not what it used to be. 

Scratch | Project | My project

Cards to come.

Once I hide a sprite how do I make it reappear???? Anyone????

Week #6 Journal Entry

Quote:  "Using games such as Civilization III in social studies is complex and requires a willingness to think creatively and expansively about the curriculum."

Response:  Utilizing video games in any type of education is complex.  We have learned about many situations where integrating technology in education is a positive experience for students, but studies also show that there needs to be strong teacher support, creativity, and the ability to think outside the box.  Providing access to the technology is not enough, there must be context added to and built upon for gaming and technology to be an effective learning tool.

Resource:  Fireaxis Games, the company that makes Civilization III and other similar games.  The company was born in 1996 at a high technolgy point in time where games were exploding.  The company has undergone many changes, including merging with another company.  They continue to develop additions and changes to their series of "Civilization" games.

The development of an "educator" component under their communities is currently falling short of what is needed to make the game easily integratable into education.  The company utilizes quote from educators, such as Dr. Kurt Squire, University of Wisconsin, Madison, but these quotes are fluff for the company, not actual not actual support for the teachability and context usage of the product.  The company would serve itsself well if it were to offer an educators forum and curriculum support for the inclusion of their games in education.  Developing curriculum support would help to lessen the complexity of utilizing this particular game in the classroom setting.

Works Cited
Kurt squires civworld. (n.d.). Retrieved from http://www.firaxis.com/educators/index.php?page=COMMTF07

Lee, J. K., & Probert, J. (2010). Civilization iii and whole-class play in high school social studies. The Journal of Social Studies Research, 34(1), 1-28. Retrieved from http://dhpp.org/images/researchpubs/lee article 34.1.pdf

Tuesday, February 19, 2013

Interesting article on video game connected to recent violence

College is supposed to make us think.  I would have to say that for me, I have a whole new appreciation for many things and often contemplate issues more seriously than I once did.  Thought I would share this piece that came across Yahoo news.  This article is talking about Adam Lanza and the Newtown, CT shootings.

What caught my attention was the following quote, "Police also uncovered thousands of dollars worth of violent video games in the Lanzas' home. Police believe Adam may have been inspired by the video games he played in the attack, since he changed the magazines of his weapons more frequently than was necessary,..."  Also in the article when they mention that Lanza was diagnosed as having Asperger's Syndrome they are quick to note that persons with Asperger's are not known for violent behavior.  Yet the writer is not willing to do the same to dispel the influence of video games.

Goodwin, L. (2013, February 20). [Web log message]. Retrieved from http://news.yahoo.com/blogs/lookout/


Thursday, February 14, 2013

Double Entry Journal #4

Quote:
"Today's youths are situated in a complex information ecology within which video games are only one small, albeit important, part. From this view, video games could no more replace books than television could replace radio; rather, each digital medium settles into its own ecological niche and, as a part of that niche, its own complex relationship with every other medium."  (Steinkuhler)

Response:
Youth are inundated with a variety of media sources.  Technology is not some unknown, it is a part of their daily lives and many youth would be lost and uncomfortable without access to the various forms of technology such as games, phones, apps, etc.  In a room of 15 year olds, if you ask what time it is there will be a rush to pull out cell phones to check the time, not look at their watches.  They have become dependent upon technology, but a variety of technology.

Resource:  
A blog by Isreal born, software engineer, Eli Bendersky speaks to a comparison between Kindle and real books.  The arrival of the E-Reader seemed to signal the death of the book and libraries.  This is not proving to be the case.  Mr. Bendersky explores the reasoning behind the permanence of the print book and his followers have posted a variety of comments that give value to a print book over an E-book.

When I first became aware of E-readers I was, like many of my generation, put off.  I like the feel of a book, the touch, the smell of the pages, and rereading worn books from my shelves is like visiting an old friend.  I was not going to try, let alone buy an E-reader.  Now, more than three years later I own a Kindle 2 and it is like an old friend.  Just one more old friend that sits on my bookshelf.  Sometimes I pull it out and charge it up, just to be sure that it is ready for a trip!

Many of the people I talk to who use Kindles (or other e-reader) have a large personal library and have no intention of replacing it with electronic resources.  Many of us bibliophiles supplement our personal collections with e-books not reduce it.  We are able to acquire books digitally that we have no hope of owning in print, due to the cost.

I know of a few few young people who use E-Readers, but they are not as common as one would think.  Libraries now have E-readers available to checkout and offer books for download.  A whole new market has evolved for digital texts, yet the print book still remains.  Both industries are evolving to accomodate the change in technology, but both will remain.

Sources:
Bendersky, E. (2012, April 26). [Web log message]. Retrieved from http://eli.thegreenplace.net/2012/04/26/reading-on-a-kindle-vs-a-paper-book/

Steinhuekler, C. (2010). Video games and digital literacies.Journal of Adolescent and Adult Literacies, 54(1), 61-63. doi: Proquest 750429343