Children, Games and Learning

8 06 2008

I just read the article Does Easy Do It? Children, Games, and Learning by Seymour Papert (1998). There are quite a few points in this article i dont agree with, but here is the main one i do agree with.

Papert’s initial claim is that “Shavian reversals – offspring that keep the bad features of each parent and lose the good ones – are visible in most software products that claim to come from a mating of education and entertainment.” Athough this may have been true 10, or even 5 years ago, i think i have to disagree for a number of programs and software products that are around today. Papert focuses mainly on one bad example, to demonstrate his point, and in doing so I feel he oversimplifies his whole argument (though he does admit this himself). The example he chooses is of a game that makes absolutely no advantage of the benefits of using technology and games together as an education tool. Doing sums on a computer is much the same as doing them on a piece of paper to me. It is for this reason that i believe a lot (maybe even the majority?) of programs designed for childrens educational purposes TODAY have moved past this idea. There are so many programs that allow the student to be in control of their learning, or at least a major participant, rather than just ‘being instructed’ in a different way. Some examples of these i have ever experienced myself this semester, such as Comic Life, Scratch, and the most recent, Digital Storytelling. Using these software programs students can produce work that is fun, creative, and individualized, as well as educational.

I agree completely with Papert when he makes the point that the types of games such as his example of the math problems on a road (read his article for more detail!) is the very worst of curriculum development and gaming combined. No kid picks up a game because it is easy, they enjoy the challenge of games, so that when they reach the end, or the next level they feel they have achieved something (for example in Halo or GTA).

“What is best about the best games is that they draw kids into some very hard learning…game designers have a better take on the nature of learning than curriculum designers… Their livelihoods depends on millions of people being prepared to undertake the serious amount of learning needed to master a complex game.”

Image from: http://img.dailymail.co.uk/i/pix/2007/06_02/49GamesDM_468×354.jpg




Second Life Take 2

3 06 2008

After seeing that video about second life and thinking about it some more, i was interested in researching some more of the educational uses of the program. I found this slideshare show that explores using this virtual world for ESL purposes. Its called ESL, Second Life, and Teenagers: Learner Autonomy for the Digital Natives. The British Council have created an island in second life for teaching english. For example, the information center on the island which will provide resources. They claim that the island is a self access center for teenagers, and has no plans for direct teaching. Their sections include: layers of language, vocabulary, language in use, and lexical sets. Slide 29 in particular was interesting.

Ok honestly, for me the whole presentation was a bit fake and idealistic. Saying things like it will be “an attractive place for teens to meet and spend time”. But there were a couple of slides that stood out, and the general idea behind the slideshow was compelling. They were trying to create an space where students can meet and collaborate no matter where they are from. I can see how this would be a useful tool for learning languages in particular.

Presentation From: www.slideshare.net/bcgstanley/second-life-esl-learner-autonomy-for-the-digital-natives




Second Life

2 06 2008


Find more videos like this on Learning and Physical Challenges Education Program Forum

I just read Sean’s post about ‘Second Life’ and virtual living. I first heard about this phenomenon a while ago from a few friends. I found it amazing (and a little odd) that it has reached a point where people actually spend real money on things for their virtual selves.

It is a 3D virtual space that provides “insightful interaction, collaboration, learning, and experimentation” between users. These are all things that have been discussed this semester as desirable for students when using technology in a classroom. However, I agree with Sean, I am not sure if this particular ‘virtual world’ is entirely beneficial to all users, in particular younger students, but i find it interesting that they mention a lot of the benefits that other programs claim to have as well.