Saturday, February 12, 2011

Week 5 Reflections

Class this week was interesting. I really enjoyed Dr. Jane McGonigal's talk on how gaming can make the world better. I personally have little interest in gaming, but her enthusiasm was catching. I thought her discussion of why gaming appeals to people (because they feel like they are better or more accomplished in the game than in real life) and her explanation of the positive aspects of gaming (advanced problem solving skills, perseverance, sense of accomplishment...) made a lot of sense. I just have to wonder if if is a good idea to encourage gaming when it already had such a strong hold on so many people. I have a younger brother in high school who spends a lot of time playing World of Warcraft. Last year it got to the point where he was failing multiple classes because he was spending so much time playing WoW and my parents made him stop playing altogether. They let him play again this year and he is managing his time slightly better but it is still all he really wants to do. It just seems like he is withdrawing more and more from the world and that is scary. Even though it would be cool if games started solving real problems, I just don't think I like the thought of people having such much online interactions and so few "real" interactions. Regardless, Dr. McGonigal did give me a new perspective on gaming. A little less helpful was all the time spent classifying the survey questions. Most people (other than the tree people) had very similar ways of classifying the questions. Differences were more due to interpretations of the question, rather than actual classification. Still, it was good to see how to write, format, and distribute a good survey.

Wiggins and McTighe's "Put Understanding First" explains that the goal of school should be teaching for meaning and transfer. It also describes the different teaching methods (direct instruction, facilitation, and coaching) that are necessary for reaching this goal. I loved their suggestion for teaching mean, median, and mode. It seems like students would have a very thorough understanding of all the concepts involved. I remember learning mean, median, and mode, and we definitely only learned how to compute them. It was really boring because the math involved is really easy. We never learned how to use them, so I always thought (and still do a little) that the mode was pointless and that the the median was the only thing worth knowing about. Clearly my education on this was lacking something. However, their method seems like it would take a ton of time on a concept that isn't all that difficult. If teachers covered every concept in every subject like that, they would not get far. I guess that is kind of the point of teaching for understanding and what Wiggins and McTighe point out as the point of school, however. Instead of students having a shallow understanding of everything, they have a complete understanding of a few things and they learn how to learn in general. That idea seems good, but I think it could only work if ALL schools in the country worked that way. Otherwise it would be very difficult for kids who move and would probably be a mess at college where students from different schools come together.

Chapter 3 from How People Learn was all about transfer and what influences students' ability to transfer.  Most of it was pretty straight forward and unsurprising. The most interesting part for me was about the effect context has on transfer. It seemed like a big problem with some of my past classes is that they were so abstract. No context was given and so they seemed impractical. I thought this section was going to explain the need to provide students with context. However, the section actually stated that providing just one context can actually hurt students' ability to transfer. By over contextualizing, students can't see how to apply what they learned to anything but that specific context. The chapter suggests encouraging more flexible thinking by providing multiple contexts, explaining one context and then generalizing, or using problem solving to decide how a problem would be affected by changes. Even though I had never thought of it this way before it makes a lot of sense.

7 comments:

  1. Do you think SI is more about facts or learning to learn? You make a great point about gaming. My intellectual self sees the value; my emotional self sees, as your parents did, how gaming can make a child withdraw from "real life" and disappear into game life. Do we want game life to be better than real life? I'm not sure I agree with McGonigal on that. Her video mostly made me acutely aware of the competition we have for our patrons' attention.

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  2. Reading through everyone's posts about the guest lecture makes me sad that I missed it! I always wonder what the big draw is about today's mainstream video games. They all just seem too violent and a waste of time to me. I know it's been explained to me that it's just something "I'm good at, so I might as well go around and shoot more people." But really, that explanation makes no sense to me. It still seems like a waste of time to me. I've been told that if I tried some of the video games, I would be good at them, and I'd enjoy playing them. I tend to believe that statement, so I stay away from them. I'll just stick with saying they're a waste of time for now. I've got my Bejeweled Blitz to keep me company...which I guess you can call a waste of time video game, but I'll just ignore that statement. :P

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  3. Your description of your brother is exactly why parents worry about the obsessive attraction of gaming, and why we worry about the kind of transfer that might occur. If we assume positive transfer occurs (re: McGonigal)then why do we not assume negative transfer occurs as well, and limit content to games that focus on running people down with cars and shooting everything in sight?

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  4. Kim--the talk we watched is available at http://blog.ted.com/2010/03/17/gaming_can_make/. It was more of a virtual guest lecture, so you can still see it!
    Susan--thanks for helping us remember that we are usually concerned about negative transfer from video games. Without knowing the online multi-player RPGs that she talks about very well, I can't gauge the violence, but the transfer of the "epic win" and "urgent optimism" from a game like Halo or Grand Theft Auto terrifies me!
    Katie--great point about needing schools across the country to adopt a mastery model so that students are held to the same content standards. Lately I have been experiencing how different education can be for students in the same grade, but different districts or even schools within the same district (or even classrooms in the same school!!). I think is largely because the content of the curriculum is so broad and is spelled out with tasks instead of with what students should know/understand/be able to do at the end. Teachers are trying to cover everything, but then we end up with graduates who have "learned" a lot but understand very few things well and remember very little. So since education research suggests that Wiggins and McTighe are on the right track...what will it take to get national education standards to make such a shift?

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  5. Like other commentators here, I'm also really hesitant about accepting the possible benefits of gaming without also considering the drawbacks. Katie, you make a great point: will having such great virtual experiences actually make people more able to handle problems in the real world-- or will it just make them withdraw more fully into that virtual world? I'd like to hear how McGonigal addresses that issue.

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  6. Katie, you always have such well-written posts that bring up real issues.
    And now, I'm going to latch on a part that I don't think was intended to be an issue.
    I like how you described how McGonigal's enthusiasm was catching, and how she was able to keep your interest despite the fact that you weren't a big gaming fan. I think the ability to have "catching enthusiasm" is a great one for librarians to develop. Sure, there are people (like all of us in library school) who are excited about going to libraries, but there are a lot of patrons (especially kids who are forced to go because of parents or school) who could use a little more enthusiasm. It'd be great if we librarians could help foster that enthusiasm.

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  7. A little off topic, but do you think some people have an addiction to gaming? I enjoy video games and have multiple systems (Sega, GameCube, Playstation, Xbox, etc), however, I am still able to manage my time and accomplish my work. I won't tune out the world and spend the entire day playing video games. If it is an addiction, why encourage it? Just thought...

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