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[Technology 850] Re: The magic of technology for learning is outside the classroom
David Rosen
djrosen at comcast.netMon Feb 12 17:24:15 EST 2007
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Hello Alan and Craig,
On Feb 12, 2007, at 1:39 PM, Gerstle, Alan wrote:
> I believe the technology in education debate has not changed much in
> 2,000 years. Plato's Seventh Epistle warns against using systems of
> writing because Plato feared they would lead to the decay of memory.
> Doesn't each technology provide something and take away something
> else?
> And isn't the introduction of a technology into a culture have
> unintended consequences simply because we cannot foresee the future?
> How enthusiastic would the developers of the internal engine be if
> they
> foresaw that automobile accidents would kill 40,000 Americans each
> year--chiefly owing to human error?
>
> Perhaps if there were a set of 'first principles' about technology,
> one
> could begin to address their place in society and education. Among
> these would be, I think,
>
> 1) Decide what is worth knowing;
> 2) Figure out a way of teaching technological literacy--not only the
> capabilities of technology as learning tools--but the moral philosophy
> behind those who encouarge the use of technology.
> 3) Understand the motivation of technocrats; simply because someone
> avers, for example, that video games are 'good for you,' understand
> the
> person's concept of good. The assembly line was 'good' for
> manufacturers. Was it good for workers? Textbooks are good for
> (many)
> teachers, and definitely for publishers. Are they good for students?
I think James Paul Gee would not say that "video games are good for
you." He might say that some games, well-designed ones, are well-
designed learning environments. He might say that some video games
are good for some people, although I don't recall that he does. He
has said that there are some learning design principles which apply
both to well-designed video games and to classrooms. He has a list
of these in the appendix of his book, but frankly, most of them only
make sense after you have "engaged" with the chapters of the book.
> Moral philosophy is of particular significance in a concern raised
> here
> regarding a 'well-made' videogame that 'excites and stimulates' vs.
> poorly designed ones without any 'strategic challenge.' Al-Quaeda
> have
> reprogrammed video games and used them as recruiting tools. Their
> objective it is to destroy the American military in virtual reality.
> Would anyone applaud a well-designed game of that nature?
Gee devotes a thoughtful chapter to this issue and cites an example
of a game whose content is to teach those of one religion to hate
those of another.
> -----Original Message-----
> From: technology-bounces at nifl.gov [mailto:technology-bounces at nifl.gov]
> On Behalf Of Craig Alinder
> Sent: Monday, February 12, 2007 10:44 AM
> To: The Technology and Literacy Discussion List
> Subject: [Technology 845] Re: The magic of technology for learning
> isoutsidethe classroom
>
> I use the classic keyboarding software that incorporates games into
> the
> learning experience Mavis Beacon Teaches Typing. It basically offers
> game breaks as rewards to significant progress during the "lessons". I
> realize this is not exactly what you are referring to when you mention
> games as a dynamic and challenging experience when designed correctly.
>
> Regarding the book by James Paul Gee, I am intrigued and think it is
> possible that games can be used to gain skills that are relevant in
> the
> real world. I checked it out on amazon and found this:
> http://www.amazon.com/Video-Games-Teach-Learning-Literacy/dp/
> 1403965382/
> sr=8-1/qid=1171294424/ref=pd_bbs_sr_1/104-0689205-7632717?
> ie=UTF8&s=book
> s
>
> It seems that Gee is a serious scholar who is attempting to
> overturn the
> notion that video games are bad for children. While I do see the
> potential for games as a learning tool, I have to say that I see
> reality
> as the greatest tool for children to learn how to successfully
> function
> in society.
> They learn to immitate and function as they absorb the particular
> cultural environ and the challenges therein.
>
> Basically my main concern is this: Where do you draw the line
> between a
> badly made game that is designed to excite and stimulate without any
> strategic challenge and a well designed game? How can you tell the
> difference?
Gee's book addresses this in some detail. From his study of video
games and classrooms, he generates learning design principles which
are evidenced in both well-designed video games and classrooms.
>
> Craig
>
> --------------------------------------
> Craig Alinder
> info at gaming-pc.net
> http://www.refinancequiz.com
It sounds like you might find this book interesting.
David J. Rosen
David J. Rosen
djrosen at comcast.net
>
> ----- Original Message -----
> From: "David Rosen" <djrosen at comcast.net>
> To: "The Technology and Literacy Discussion List"
> <technology at nifl.gov>
> Sent: Sunday, February 11, 2007 7:47 AM
> Subject: [Technology 843] The magic of technology for learning is
> outsidethe classroom
>
>
>> Marianne, Steve, and others
>>
>> There is a magical, compelling learning technology which is almost
>> never used in the classroom, neither in K-12 or adult education. It
>> is widely used at home, however, and in "computer cafes" around the
>> world , mostly by male "digital natives" under 30. It is not usually
>> designed to teach anything that instructors would recognize as basic
>> skills or academic content, yet it incorporates some principles of
>> learning that at least one author has argued at length, are far
>> superior to what is found in most classrooms. It is capable of
>> teaching content -- any content -- in ways that are more engaging
>> than
>
>> most classrooms.
>>
>> I am referring to well-designed video games, and to the book, _What
>> Video Games Have to teach Us About Learning and Literacy_ by James
>> Paul Gee. According to Gee, good video game designers carefully
>> create games so that players learn (and improve) strategies in
>> context, as they go, so that (using Lev Vygotsky's concept) each new
>> scenario presents the first-person, active learner-players with
>> challenges that are just outside their "zone of proximal development"
>
>> providing difficult challenges, but within reach, and hence highly
>> motivating. Gee also argues that many of these games focus on
>> problem
>
>> solving strategies and attitudes, sometimes those that are useful in
>> the workplace such as getting information from context, getting and
>> sharing information with co-workers, taking calculated risks, and
>> working as a team.
>>
>> There is at least one (free) computer simulation that incorporates
>> some of these good game design principles and that also has basic
>> skills (reading,writing and numeracy) content, The Office, by Mike
>> Hillinger. See the simulation at:
>>
>> http://www.lexiconsys.com/dswmedia/working_simulations.html
>>
>> and a description of it at:
>>
>> http://www.readingonline.org/electronic/elec_index.asp?
>> HREF=hillinger/
>>
>> I have three questions for those on this list:
>>
>> 1. Would you (anyone on this list) be interested in having a
>> discussion of James Paul Gee's book, _What Video Games Have to teach
>> Us About Learning and Literacy_ , on the Technology discussion list?
>> 2. Do you know of any other engaging, well-designed video games for
>> adults or older youth that have adult literacy education skills and
>> knowledge (including adult secondary education and ESOL) as content?
>> 3. Do you use computer simulations or video games for learning
>> purposes in your classroom or learning lab? If so, which ones, and
>> how do you use them?
>>
>> David J. Rosen
>> djrosen at comcast.net
>>
>>
>> On Feb 7, 2007, at 1:29 PM, Mariann Fedele wrote:
>>
>>> Hello Steve and all,
>>>
>>> Steve, you wrote, "staff and students now we seem to ask too much of
>>> technology, expect it to be like magic."
>>>
>>> I think this comment is important to consider when thinking about
>>> how
>
>>> technology relates to the teaching and learning process and
>>> integrating it in a purposeful way. To begin grappling with that
>>> question a useful reference source is the report by the National
>>> Research Council titled "How People Learn: Brain, Mind, Experience,
>>> and School" (1999). Of course, there have been many advances in the
>>> technology we use since the time it was published, but many of the
>>> core findings I believe still hold true.
>>> What do others on the list think? How can these recommendations
>>> inform our practice? Following is an excerpt from the concluding
>>> chapter.
>>>
>>>
>>> LEARNING ENVIRONMENTS
>>> Tools of Technology
>>>
>>> Technology has become an important instrument in education.
>>> Computer-based technologies hold great promise both for increasing
>>> access to knowledge and as a means of promoting learning. The public
>>> imagination has been captured by the capacity of information
>>> technologies to centralize and organize large bodies of knowledge;
>>> people are excited by the prospect of information networks, such as
>>> the Internet, for linking students around the globe into communities
>>> of learners.
>>>
>>> There are five ways that technology can be used to help meet
>>> the
>
>>> challenges of establishing effective learning environments:
>>>
>>> 1. Bringing real-world problems into classrooms through the use of
>>> videos, demonstrations, simulations, and Internet connections to
>>> concrete data and working scientists.
>>> 2. Providing "scaffolding" support to augment what learners can do
>>> and reason about on their path to understanding. Scaffolding allows
>>> learners to participate in complex cognitive performances, such as
>>> scientific visualization and model-based learning, that is more
>>> difficult or impossible without technical support.
>>>
>>> 3. Increasing opportunities for learners to receive feedback from
>>> software tutors, teachers, and peers; to engage in reflection on
>>> their own learning processes; and to receive guidance toward
>>> progressive revisions that improve their learning and reasoning.
>>>
>>> 4. Building local and global communities of teachers,
>>> administrators,
>
>>> students, parents, and other interested learners.
>>>
>>> 5. Expanding opportunities for teachers' learning.
>>>
>>> An important function of some of the new technologies is their
>>> use as tools of representation. Representational thinking is central
>>> to in-depth understanding and problem representation is one of the
>>> skills that distinguish subject experts from novices. Many of the
>>> tools also have the potential to provide multiple contexts and
>>> opportunities for learning and transfer, for both student-learners
>>> and teacher-learners.
>>> Technologies can be used as learning and problem-solving tools to
>>> promote both independent learning and collaborative networks of
>>> learners and practitioners.
>>>
>>> The use of new technologies in classrooms, or the use of any
>>> learning aid for that matter, is never solely a technical matter.
>>> The
>
>>> new electronic technologies, like any other educational resource,
>>> are
>
>>> used in a social environment and are, therefore, mediated by the
>>> dialogues that students have with each other and the teacher.
>>>
>>> Educational software needs to be developed and implemented with
>>> a full understanding of the principles of learning and developmental
>>> psychology. Many new issues arise when one considers how to educate
>>> teachers to use new technologies effectively: What do they need to
>>> know about learning processes? What do they need to know about the
>>> technologies? What kinds of training are most effective for helping
>>> teachers use high-quality instructional programs? Understanding the
>>> issues that affect teachers who will be using new technologies is
>>> just as pressing as questions of the learning potential and
>>> developmental appropriateness of the technologies for children.
>>>
>>> If you want to read the whole chapter it can found at:
>>> http://books.nap.edu/html/howpeople1/ch10.html
>>>
>>>
>>> Mariann Fedele
>>> Associate Director,
>>> NYC Regional Adult Education Network
>>> Literacy Assistance Center
>>> Moderator,
>>> NIFL Technology and Literacy Discussion List
>>> 32 Broadway 10th Floor
>>> New York, New York 10004
>>> 212-803-3325
>>> mariannf at lacnyc.org
>>> www.lacnyc.org
>>>
>>>
>>> -----Original Message-----
>>> From: technology-bounces at nifl.gov
>>> [mailto:technology-bounces at nifl.gov]
>>> On Behalf Of Steve Quann
>>> Sent: Tuesday, February 06, 2007 5:41 PM
>>> To: The Technology and Literacy Discussion List
>>> Subject: [Technology 833] Re: Changing reading levels of text
>>> questions
>>>
>>> Hi Patti,
>>> Haven't used this, but I came upon it last week:
>>> http://www.usingenglish.com/resources/text-statistics.php
>>>
>>> Sounds like you already know much of this, but here is a site that
>>> might help with the creating/editing.
>>>
>>> http://www.hsph.harvard.edu/healthliteracy/materials.html
>>>
>>> I am finding that even though there are some things that just amaze
>>> me staff and students now we seem to ask too much of technology
>>> expect it to be like magic. Others?
>>>
>>> Good luck,
>>> Steve
>>>
>>>
>>>>>> "Patti White" <prwhite at MadisonCounty.NET> 2/6/2007 4:21 PM >>>
>>> I received the following request and I'm stumped. Here's the
> request:
>>> --------------------------------------------------------------------
>>> -
>>> -
>>> --
>>> --------
>>>
>>> Do you know of a computer program that takes text and offers
>>> suggestions for dropping the reading level.. As in maybe 10th grade
>>> to 5th grade...Is there software that does that other than just
>>> using
>
>>> the Flesch-Kincaid Readability stats and doing it by hand???
>>>
>>> Next question..When you are adapting text for folks with literacy
>>> issues....you know how you drop the reading level down and augment
>>> with pictures...Is there a term that is used for that ..something
>>> like .modified text with pictures or something like that...????
>>>
>>> --------------------------------------------------------------------
>>> -
>>> -
>>> --
>>> --------
>>>
>>> The only thing I can find that might help is the Auto Summarize
>>> feature in Microsoft Word, but it's not really appropriate. Does
>>> anyone know of some software that will drop the reading level of
>>> text? And is there a term for that process?
>>>
>>> Thanks for whatever help anyone can give, Patti White
>>>
>>> Patti White, M.Ed.
>>> Disabilities Project Manager
>>> Arkansas Adult Learning Resource Center prwhite at madisoncounty.net
>>> http://aalrc.org/resources/ld/index.aspx
>>> 800.569.3539 ph/fax/tty
>>> ----------------------------------------------------
>>> National Institute for Literacy
>>> Technology and Literacy mailing list
>>> Technology at nifl.gov
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>>
>> David J. Rosen
>> djrosen at comcast.net
>>
>>
>>
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>>
>>
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>>
>
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