Something in chapter 7 that I found very interesting was the article listed on page 167 titled “Discovery Learning Using Squeak and Scratch”. These are two tools that I had never heard of before and I was able to spend a little time using Scratch. I was interested to see how much detail the program actually required from the user. To be honest, it was a little difficult for me to figure out even with the instructions simply because I was required to think on my own instead of the technology just doing the work for me. I believe these types of programs for students are revolutionary. Being a child who grew up with technology, I am used to the computer basically doing all the work and I feel that more and more students are developing this habit because so much technology is used in their everyday life.
Chapter 7 also talks about “gamification”. The word gamification is described in the text by EDUCAUSE Learning Initiative, 2011b, as the “application of game elements to non-gaming situations, often to motivate or influence behavior” (169). My question is, what behavior is this influencing? The text also states that when games are mentioned “many educators, parents, and students think of video games which are pervasive elements of youth culture today (Bissell, 2011)” (169). What we do not want to portray through the use of gamification in the classroom is the behavior that sits around and plays video games all day. The problem is, how do you allow students to be taught lessons through gaming but still discourage the overuse of video games? I believe this will always be a tricky subject because while using games to teach a lesson can be very useful in stimulating a student’s mind, it can also be dangerous; causing students to think that playing any type of game is educational.
Sources:
Maloy, R., O’Loughlin, R., Edwards, S., & Woolf, B. (2013). Transforming Learning with New Technologies. 2nd Edition. Boston, MA: Pearson Education, Inc.
www.youtube.com/watch?v=1dLK9-9sY
www.canva.com