Educators Connect Digital Games to Learning
What I like about what Katy did with this article is that she showed games in the classroom that do not have to pivot on the "digital natives" argument. Kids like games, not all of them, but many kids are interested -- it really does take a facilitator to motivate people and to create transfer to academic "work" or formal learning even if there is a high-interest activity available. Teachers are important to practice and modeling to create a successful habit of learning the process of creating transfer. That is, the kids ...
MAKING UP OUR MINDS: PTSD and the Role of Memory –the dichotomy of how games help and may be very dangerous ~ We need to talk about this.
This is a very long post. What do we need to talk about? Memory is unreliable and we can and do make it up as we go. Because of this we can help people who have been in great trauma . . . We can also worry about how this might otherwise be used. When we talk about memory and moral decision making, it is important that we have community that reinforces dialog and other perspectives. How this relates to schools and education Community takes time, patience, openness, dedicated space, and a willingness to move beyond the superficial-- a willingness to understand before ...
Wii Games Will Get American Heart Association Seal of Approval
The American Heart Association has teamed up with Nintendo of America to promote physically active play as part of a healthy lifestyle. They believe that active-play video games are a great option for the entire family to incorporate more exercise into their day and spend quality time together. I have to agree that active play is great for getting the blood pumping, but let's get serious about which games are going to get the heart really pumping! At least it will get people together, maybe get them to stand up like many of the advertisements show -- I ...
Video Games and Virtual Reality Experiences Prove Helpful as Pain Relievers in Children and Adults
www.ampainsoc.org For immediate release Contact: Chuck Weber (847) 705-1802, cpweber@weberpr.com News from American Pain Society’s 29th Annual Scientific Conference Video Games and Virtual Reality Experiences Prove Helpful as Pain Relievers in Children and Adults BALTIMORE, MD, May 6, 2010 – When children and adults with acute and chronic pain become immersed in video game action, they receive some analgesic benefit, and pain researchers presenting at the American Pain Society’s (www.ampainsoc.org) annual scientific meeting here today reported that virtual reality is proving to be effective in reducing anxiety and acute pain caused by painful medical procedures and could be useful for treating chronic pain. “Virtual ...
Technology and Literacy ~ Current and Emerging Practices with Student 2.0 and Beyond
Technology and Literacy Current and Emerging Practices with Student 2.0 and Beyond David G. O’Brien Brock Dubbels as pdf From Literacy Instruction for Adolescents: Research-Based Practice. Edited by Karen D. Wood and William E. Blanton. Copyright 2009 by The Guilford Press. All rights reserved. Guiding Questions What technology tools and Web 2.0 applications are important for literacy learning What are the best practices involving technology and literacies How can instruction in the classroom and curriculum be enhanced by using new and evolving technologies that support digital literacy practices? This chapter provides an overview of evolving research and theoretical frameworks on technologies and literacy, particularly digital technologies, with implications for adolescents’ ...
Reading-to-Learn: From Print to New Digital Media and New Literacies
Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional Educational Laboratory Learning Point Associates Submitted February 2003 Evidence for the use of digital media for traditional academic competencies David O’Brien Brock Dubbels Reading-to-Learn: From Print to New Digital Media and New Literacies Prepared for National Central Regional Educational Laboratory Learning Point Associates Submitted February 2003 Evidence for the use of digital media for traditional academic competencies David O’Brien Brock Dubbels Full text in pdf With the current emphasis on accountability and high stakes testing at the elementary level, districts all over the US have an increased awareness of the immediate need to raise reading achievement at all levels. The No ...
Reading comprehension as a transmedial (sub-medial) trait.
VIDEO GAMES, READING , AND TRANSMEDIAL COMPREHENSION. Games represent a high interest accessible medium to build comprehension, and in using games we can continue to engage in topics that are complex, provocative and motivating, and not often found in texts designed to be simplified for the sake of decoding. Games will also help to get these students to reconnect with reading and learning, and create a basis for developing and using comprehension strategies. With this in mind, this knowledge and experience of theory can provide an opportunity for educators to bootstrap traditional print-based literacy and engage students in comprehension development. Brock Dubbels The ...
Dance Dance Education
Dance Dance Education and Rites of Passage ---Lessons learned about the importance of play in sustaining engagement from a high school “girl gamer” based upon socio- and cultural-cognitive analysis for designing instructional environments to elicit and sustain engagement through identity construction. Brock Dubbels The Center for Cognitive Sciences, Reading Education The University of Minnesota, Department of Curriculum & Instruction, Abstract The experience of a successful adolescent learner will be described from the student’s perspective about learning the video game Dance Dance Revolution through selected passages from a phenomenological interview van Manen (1997). The question driving this investigation is, “Why did she sustain engagement ...
Old-Fashioned Play Builds Serious Skills -=- Assumptions and Anecdote
Think of toys as pivots-- as Vygotsky did, as well as prior posts on this site regarding play. Toys are representation,. where a child may imagine that they are participating in something imagined and fantastic that might otherwise be too dangerous to participate in or initially too difficult to do. However, with the toy, the child might come closer to realizing the fantasy. What the experts in the article seem to ignore is that more complex toys can make the act closer to the real act -- MIMESIS -- imitation of the thing to be learned and played to gain ...
The Jekyll and Hyde Effect — Play, Games, and Learning in the classroom Professional identities torn asunder?
The Jekyll and Hyde Effect calls into question approaches to accountability and implementation of mandated approaches to research-validated techniques and assessment in classroom instruction. Dissonance between teachers core beliefs about student learning and these new mandates, as presented to them, may be creating two different identities, two different classrooms, and two different sets of books to satisfy mandates and continue doing what they know works. This study utilized discourse analysis, coding teacher artifacts as outcomes of genre chains with themes from mandates, policy, and law for classroom changes in curriculum and instructional assessment tools, materials, and professional development. The informants ...
More Featured Posts
Educators Connect Digital Games to Learning
What I like about what Katy did with this article is that she showed games in the classroom that do not have to pivot on the “digital natives” argument. Kids like games, not all of them, but many kids are interested — it really does take a facilitator to motivate people and to create transfer to academic “work” or formal learning even if there is a high-interest... [Read more]
MAKING UP OUR MINDS: PTSD and the Role of Memory –the dichotomy of how games help and may be very dangerous ~ We need to talk about this.
This is a very long post. What do we need to talk about? Memory is unreliable and we can and do make it up as we go. Because of this we can help people who have been in great trauma . . . We can also worry about how this might otherwise be used. When we talk about memory and moral decision making, it is important that we have community that reinforces dialog and other perspectives. How this relates... [Read more]
Wii Games Will Get American Heart Association Seal of Approval
The American Heart Association has teamed up with Nintendo of America to promote physically active play as part of a healthy lifestyle. They believe that active-play video games are a great option for the entire family to incorporate more exercise into their day and spend quality time together. I have to agree that active play is great for getting the blood pumping, but let’s get serious... [Read more]
Video Games and Virtual Reality Experiences Prove Helpful as Pain Relievers in Children and Adults
www.ampainsoc.org For immediate release Contact: Chuck Weber (847) 705-1802, cpweber@weberpr.com News from American Pain Society’s 29th Annual Scientific Conference Video Games and Virtual Reality Experiences Prove Helpful as Pain Relievers in Children and Adults BALTIMORE, MD, May 6, 2010 – When children and adults with acute and chronic pain become immersed in video game action, they receive... [Read more]
Technology and Literacy ~ Current and Emerging Practices with Student 2.0 and Beyond
Technology and Literacy Current and Emerging Practices with Student 2.0 and Beyond David G. O’Brien Brock Dubbels as pdf From Literacy Instruction for Adolescents: Research-Based Practice. Edited by Karen D. Wood and William E. Blanton. Copyright 2009 by The Guilford Press. All rights reserved. Guiding Questions What technology tools and Web 2.0 applications are important for literacy learning What... [Read more]






