[Technology 851] Re: The magic of technology for learning isoutside the classroomCraig Alinder info at gaming-pc.netMon Feb 12 20:06:34 EST 2007
Thank you David for engaging my doubts with a well composed discussion. I think I will add Gee's book to my summer reading list. Craig -------------------------------------- Craig Alinder info at gaming-pc.net http://www.refinancequiz.com ----- Original Message ----- From: "David Rosen" <djrosen at comcast.net> To: "The Technology and Literacy Discussion List" <technology at nifl.gov> Sent: Monday, February 12, 2007 3:24 PM Subject: [Technology 850] Re: The magic of technology for learning isoutside the classroom > 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 >>>> To unsubscribe or change your subscription settings, please go to >>>> http://www.nifl.gov/mailman/listinfo/technology >>>> ---------------------------------------------------- >>>> National Institute for Literacy >>>> Technology and Literacy mailing list >>>> Technology at nifl.gov >>>> To unsubscribe or change your subscription settings, please go to >>>> http://www.nifl.gov/mailman/listinfo/technology >>> >>> David J. Rosen >>> djrosen at comcast.net >>> >>> >>> >>> ---------------------------------------------------- >>> National Institute for Literacy >>> Technology and Literacy mailing list >>> Technology at nifl.gov >>> To unsubscribe or change your subscription settings, please go to >>> http://www.nifl.gov/mailman/listinfo/technology >>> >>> >>> -- >>> No virus found in this incoming message. >>> Checked by AVG Free Edition. >>> Version: 7.5.441 / Virus Database: 268.17.35/680 - Release Date: >>> 2/10/2007 >>> 9:15 PM >>> >>> >> >> ---------------------------------------------------- >> National Institute for Literacy >> Technology and Literacy mailing list >> Technology at nifl.gov >> To unsubscribe or change your subscription settings, please go to >> http://www.nifl.gov/mailman/listinfo/technology >> ---------------------------------------------------- >> National Institute for Literacy >> Technology and Literacy mailing list >> Technology at nifl.gov >> To unsubscribe or change your subscription settings, please go to >> http://www.nifl.gov/mailman/listinfo/technology > > > > > > ---------------------------------------------------- > National Institute for Literacy > Technology and Literacy mailing list > Technology at nifl.gov > To unsubscribe or change your subscription settings, please go to > http://www.nifl.gov/mailman/listinfo/technology > > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.5.441 / Virus Database: 268.17.37/682 - Release Date: 2/12/2007 > 1:23 PM > >
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