National Institute for Literacy
 

[Technology 713] Re: handhelds and cell phones

Craig Alinder info at gaming-pc.net
Thu Nov 16 14:02:35 EST 2006


I share your concern Tina. The intense interactivity of the sounds and images of the latest games make them an overwhelming experience that can take the player into another world. While there may be advantages to this, when we teach, we teach things that are of this world. Perhaps it is not so cut and dry. I mean the human-created digital world, versus the natural world we walk around in. Reality can easily blur, which is why many kids have turned violent in immitation of popular video games that they played. None of the educational games I have been exposed to do have any violence, but do you think they risk a disconnection or a disinterest in reality?

Craig

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Craig Alinder
Escuela del Sol Montessori

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----- Original Message -----
From: Tina_Luffman at yc.edu
To: The Technology and Literacy Discussion List
Sent: Thursday, November 16, 2006 10:14 AM
Subject: [Technology 708] Re: handhelds and cell phones


Hi everyone,

I guess my biggest concern about using games for educational purposes is the addiction of some like War Quest. Yet, we need to be open to exploring those games that provide academic stimulus for our electronic younger population.

Tina





Tina Luffman
Coordinator, Developmental Education
Verde Valley Campus
928-634-6544
tina_luffman at yc.edu



-----technology-bounces at nifl.gov wrote: -----


To: <technology at nifl.gov>
From: "Steve Quann" <steve_quann at worlded.org>
Sent by: technology-bounces at nifl.gov
Date: 11/16/2006 08:38AM
Subject: [Technology 705] Re: handhelds and cell phones

Thank you Tina, Susan, and David:

So what do other folks on the list think? Does this have legs? I think
most us see that there might be potential here, but what are the
drawbacks? The one I hear most is the size/viewing issue -mostly from
non-users. But I have to say as I walked down the aisle of the train
this a.m. and saw someone viewing a video on an Ipod, it looked pretty
clear and manageable to me.




Steve Quann
World Education
44 Farnsworth Street
Boston, MA
617.482.9485


>>> <Tina_Luffman at yc.edu> 11/15/2006 12:45 PM >>>
Hi everyone,

Steck Vaughn has come out with a handheld GED Study Buddy. This tool
looks interesting for the new generation of students who are so geared
to play with Game Boys and other video game units. These handhelds use
cartridges for the 5 subjects of the GED exam. The cost is not cheap*,
but if a program has money, I am sure these little units will engage
younger students more than books. I have not seen any of these Study
Buddies other than in the catalog, so I cannot comment on the content.

*399/device, 50/cartridge
Thanks,

Tina





Tina Luffman
Coordinator, Developmental Education
Verde Valley Campus
928-634-6544
tina_luffman at yc.edu


-----technology-bounces at nifl.gov wrote: -----

To: "The Technology and Literacy Discussion List"
<technology at nifl.gov>
From: "Mariann Fedele" <MariannF at lacnyc.org>
Sent by: technology-bounces at nifl.gov
Date: 11/14/2006 09:32PM
Subject: [Technology 700] handhelds and cell phones

Hi Steve and all,


Great question, although using handhelds is a promising practice I
haven't heard of examples of them in the adult literacy field.
Does anyone on the list have experience using handhelds for instruction
with adult literacy students, with other student populations?

Regards,
Mariann


From: technology-bounces at nifl.gov on behalf of Steve Quann
Sent: Mon 11/13/2006 8:43 PM
To: technology at nifl.gov
Subject: [Technology 698] Re: Video games and education



Hi Marian,
This makes me think of asking if you or anyone on the list know if
anyone is doing anything with handhelds, cellphones games or not. I
know
David Rosen posted a site from England that was. Any signs of it in the

adult literacy field?
Steve Quann
World Education

>>> "Marian Thacher" <mthacher at otan.us> 11/13/06 11:52 AM >>>
I wanted to share this exchange from the California adult ed tech
mentor
list, as I'm wondering if others are using or thinking about using
video
games and web sites like Second Life in instruction.

Marian Thacher
Outreach and Technical Assistance Network
P.O. Box 269003
Sacramento, CA 95826-9003
(916) 228-2597
www.otan.us
~~~~~~~~~~~~~~
In response to "merging games with learning", there is a website ([
http://www.brainmeld.org]www.brainmeld.org) in which one of my
professors
from National University runs. It contains teacher guides to using
certain
games in the classroom. These guides contain state standards, goals and

objectives to using the games. My professor has published the teachers'

guide that I wrote for high school Economics. It's called "Create the
Empire of your Dreams". There are teacher guides for younger students
as
well.
I thought some of you would enjoy looking through this website.

Ronda Rafidi

Marian Thacher <mthacher at otan.us> wrote:


Has anyone played around with Second Life [[ http://secondlife.com/
] http://secondlife.com/]? It's a virtual world, totally constructed
by
the
"residents." Talk about social networking sites! I haven't really used

it,
and I don't have time to figure out how to build a bunch of 3D stuff,
but
it sounds like great fun if you have time, and I've been watching for
educational applications, so if you're interested in such things, here

is
an article about a couple of education organizations that are actually

doing things like holding a virtual summer camp on a private island in

Second Life!

The School of Second Life
By Wagner James Au

For those who grew up on computer and video games over the past thirty

years, it's no surprise that games have become a full-fledged
educational
tool, merging play with learning in a way that speaks to the digital
generation's technical literacy. Adding heft to this development, the
Federation of American Scientists recently published the results of a
year-long study suggesting that games have the power to teach
analytical
skills, team building, and problem solving on the fly.

Among the most powerful platforms for game-based teaching is Second
Life,
a virtual world superficially similar to online role-playing games such

as
World of Warcraft or Sims Online but embedded with numerous features
that
can make it an ideal pedagogical resource.

Read the article at [ http://www.edutopia.org/1709
] http://www.edutopia.org/1709


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