Sunday, November 11, 2012

Double Entry Journal #12

1 What is the main argument the author is making in Chapter 5.

Video games can teach us how to learn and helps students learn. The complex thinking required and difficulty of video games can really help students adapt to a similar environment and challenge in schol. Playing video games will engage a child's brain and should expand their vocabulary as they play all different types of games.
2. What constitutes a theory of learning?
That learning happens in segments and is usually not an all or nothing process at any given time. Students should have a much wider knowledge base at the end of every school year in every subject.
3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?
  The task was way over his ability level and caused him to feel overwhelmed and unable to play the game because of his lack of experience. For students to be successful in the classroom the tasks should not be so hard that the students feel they have little chance of succeeding. This will cause students to either give up or give less effort and the learning process will suffer.
4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?

This can lead students to head down a slippery slope of failure and produce a lack of confidence that will hinder them throughout the learning process. Teachers need to make sure they don't overwhelm students who struggle and give them the extra attention they require.

5 What kind of learning experience might be better suited for at risk students?

Find ways to involve all students and make sure they all have success, any activity that you can be sure the students will all succeed together and also feel that they contributed is a perfect way to help at risk students. They need this special attention, extra help, and confidence builder to help as they prepare to learn even more difficult things.


6. Why does the school-based interpretation of "at risk" lead to bad learning?

They usually assume it is the student's problem or fault if learning isn't taking place instead of looking more critically at the teacher or the learning process being used.


7. What do schools need to do to function more like a good game?

They need to start off slowly and start off with activities and concepts that students can be guided through and have success with. This will help the students become engaged in the learning and give them a feeling of confidence to continue on. It will really help the motivation of students who may have a more difficult time with the learning process.

8. What is different about how good games and school assess learners?

Games assess by their ability to complete tasks and then give them a chance to try again and practice if they can not complete the task. Schools assess learners and move on with more difficult tasks even if they can not perform the current tasks.


9. What are the attributes of a fish-tank tutorial that make it an effective learning tool? How is it different than school-based learning?

Students will succeed in a fish tank tutorial but they may not always succeed in school settings.

10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?

Students can feel like they are not in over their heads, while they may be experiencing new or more difficult tasks or real world applications; it is being done in a setting where they are comfortable and will feel like they can succeed.


11. What is a genre? Why is it important for good learning?

Words that have different meanings in different contexts. The more students can learn across these contexts and learn the meanings of words, the more students will be able to adapt to different learning experiences.


12. According to the author, what do learning and play having in common?
 
They are both more successful when the individual has choice, feels involved, and engaged.


13. How are the skills test in good games different from skills tests in school?


There is more pressure to do well on tests in school because students know it is their only chance to do well. Video games always give the player another chance to succeed. Players know they will be rewarded for their hard work and perseverance which is not always the case with school.

14. How does RoN support collaborative learning?



The player just like the student will always need help getting started and learning new concepts, once they start learning and experiencing these new concepts they will be able to expand their knowledge and go across other areas.


15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352:

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