Sunday, June 30, 2013

6809 - Weekly Reading #7

Article from Weekly Reading #7:

Summary:
In this article, the authors talk about how literacies have changed into so many different aspects.  They claim that there are so many ways to "read" and "write" using new age literacies such as visual literacy, computer literacy, emotional literacy, game literacy, game design literacy and many more.  They focus on the game The Sims and how their players are actually learning new age literacies while playing this game.  Another thing that is discussed is the fact that some may not see The Sims as an actual game, considering there is no end or winner to the game.  Little do the players know, but because they are giving the characters jobs, modeling the houses, furnishing the houses, and making families - they are using new age literacies.

Description:
I feel that I learned form this article that games are not horrible for students to play.  These games are actually great for the students to be playing considering all of the new age literacies mentioned above.  I feel that I have learned that not only do these students, and the person I interviewed, play these games constantly and want to play them in school, they are learning so many new things from it and they are gaining so much empowerment over the new age literacies.

Quote:
"Some people claim The Sims is not a game, since it has no clear win state. They treat it as ‘sandbox’ or ‘doll house’. Further, players of The Sims are not always treated as serious gamers in the way that Halo or World of Warcraft players are. For example, people say that The Sims is like playing with dolls (Schiesel, 2006), though no one seems to say that playing Rise of Nations (Big Huge Games, 2003), say, is like playing with toy soldiers" (Hayes & Gee, 2010).

I chose this quote because I used to play The Sims.  I used to think of it as playing dolls or Barbies.  I also never thought of myself as a gamer.  This hit home with me because I know that if I was the one to be interviewed between the ages 8 and 18 that I would have stated that this was one of my favorite games to play on the computer.  I never really thought of it as related to reading and writing in schools; however, after reading the article, I feel that maybe I would change my mind.

Source:
Hayes, E. R. & Gee, J. P. (2010). No Selling The Genie Lamp: a game literacy practice in The Sims. Retrieved from: http://www.wwwords.co.uk/pdf/validate.asp?j=elea&vol=7&issue=1&year=2010&article=6_Hayes_ELEA_7_1_web



Article of My Choice:

Summary:
This article was chosen because it starts out with a synopsis about a teacher using a game - had the children playing the game - and then as a class they would write down different ways to play the game; therefore, using writing as a critical technique.  This article justifies that playing games can support reading and writing in schools - it just depends on how to go about it.  The person I interviewed said that he felt that they couldn't play games that he wanted to in schools because they weren't "educational" enough.  This article gives ways to use the games in an educational way.

Description:
I learned in this article how the person I interviewed could have ways of getting around the games he wants to play not being educational.  The teachers these days need to make the students motivated and what better way then to make what they are interested in as educational as they can.  Anything can be made into a lesson worth learning as long as a teacher can make it happen.

Quote:
"Because schools haven't adapted to the world their students know and live in, they simply get bored in the classroom. They tune out. You can get engagement, even among apathetic students, simply because games are constructed in a way so players want to finish the level. Games offer players the chance to make decisions, get feedback, level up and become heroes. That's how education should be organized. You learn more and more, you apply that knowledge, and you'll get a great job" (Visscher, 2006).

I chose this quote because it had to much passion.  Students are literally bored out of their minds when they are in classrooms that use no technology, no engagement, and no motivation.  Students need that motivation and that engagement to get involved with learning.  I feel that this quote really supports that belief.

Source:
Vesscher, M. (2006). Reading, Writing, and Video Gaming. Retrieved from: http://www.alternet.org/story/41587/reading,_writing_and_video_gaming

5 comments:

  1. I found The Sims article to be a very interesting read. I didn't remember the game having a lot of "reading" or "writing" in it. However, when used as Yamx does, this game takes on a whole new dimension! By modifying the game and creating and responding to threads/comments, Yamx has addressed many 21st century skills: social skills, leadership skills, developing self-direction, and global awareness to name a few.

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  2. I agree with the points you made in your post. Students are bored during a large part of what teachers some teachers think is "interesting." Using technology can help those teachers connect with and reach the students they are missing.

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  3. The person I interviewed also said she was not allowed to play games in school because the teachers didn't find them "educational." Your article is a great example of how games can be used to support reading and writing. The teacher just needs to be able to think differently about reading and writing.

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  4. The second article states it perfect. Students basically get bored. Even in college I found some of my classes boring. In order to teach individuals, the material needs to be interesting and engaging. People need to be drawn in.

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  5. I love the idea of creating classroom where students can become heroes like they can in games!

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