These photos of my journey are in no particular order. This was an interesting trip. You could spend a very long time exploring all the places, materials, and resources located on this island. There really is so much that can be done in an environment such as this. It would be a great place to go to have a meeting or presentation online. There are many learning tools as well on CAVE Island. The possibilities really are quite endless. Very impressive.
Wednesday, April 16, 2014
Monday, April 7, 2014
EDTECH 532: Video Game Seduction Secrets
The Seduction Secrets of Video Game Designers
By Keith Stuart
Important Ideas and Implications about Video Games: How do these relate to a learning environment?
Fun/Motivation: This often engages students and helps students sustain higher levels of interest and work. Sometimes they can get carried away in the moment of fun and lose focus in the learning, but generally it helps them maintain interest in the learning and also helps them retain information.
Failure: Students need to be able to experiment, try, and have the opportunity to fail without being made to feel inadequate. Trial and error and being willing to try knowing they will have the opportunity to improve is extremely important. Having a growth mindset is vital, and failure is often a part of this.
Interesting Tools: Music, movies, markers, pens, posters, paint, computers, sand, pipe cleaners...any "tool" that is not pencil or paper can become an interesting tool to students. We may not be able to provide swords, guns, magic potions, but there is much that can be done to provide variety and interest.
Acquire, test, master - Making constant progress: This relates to the ideas above. After possibly failing they can acquire knowledge or a skill. Once it is acquired students need ample opportunity to practice a skill. Eventually the skill can be tested or assessed.
Illicit: When learning doesn't feel like work: Fun is always more fun when you feel like you are sneaking it into a serious situation. This also ties into the concept of fun and motivation in education. When learning feels more like play to students, they will work longer and better because it is enjoyable. It also may be incorporating music or artwork because again, it does not feel like work.
Reward Systems: Kids still love stickers and stamps; this is a reward system. Stars, progress charts, thumbs up, grades, and many more things can be considered reward systems. The use of 3Dgamelab directly connects traditional type rewards with rewards that are more directly related to gaming.
Disproportionate Feedback: This is a very interesting concept to apply to a learning situation. As a teacher, I do not really gush praise onto a student for the simple tasks and learning. However, when you have a student that truly struggles with something whether it is a behavior issue, getting any work done, it could be anything, we probably do come close to using disproportionate feedback. Behavior charts that focus on some of the smallest positive behaviors, could be considered disproportionate feedback.
By Keith Stuart
Important Ideas and Implications about Video Games: How do these relate to a learning environment?
Fun/Motivation: This often engages students and helps students sustain higher levels of interest and work. Sometimes they can get carried away in the moment of fun and lose focus in the learning, but generally it helps them maintain interest in the learning and also helps them retain information.
Failure: Students need to be able to experiment, try, and have the opportunity to fail without being made to feel inadequate. Trial and error and being willing to try knowing they will have the opportunity to improve is extremely important. Having a growth mindset is vital, and failure is often a part of this.
Interesting Tools: Music, movies, markers, pens, posters, paint, computers, sand, pipe cleaners...any "tool" that is not pencil or paper can become an interesting tool to students. We may not be able to provide swords, guns, magic potions, but there is much that can be done to provide variety and interest.
Acquire, test, master - Making constant progress: This relates to the ideas above. After possibly failing they can acquire knowledge or a skill. Once it is acquired students need ample opportunity to practice a skill. Eventually the skill can be tested or assessed.
Illicit: When learning doesn't feel like work: Fun is always more fun when you feel like you are sneaking it into a serious situation. This also ties into the concept of fun and motivation in education. When learning feels more like play to students, they will work longer and better because it is enjoyable. It also may be incorporating music or artwork because again, it does not feel like work.
Reward Systems: Kids still love stickers and stamps; this is a reward system. Stars, progress charts, thumbs up, grades, and many more things can be considered reward systems. The use of 3Dgamelab directly connects traditional type rewards with rewards that are more directly related to gaming.
Disproportionate Feedback: This is a very interesting concept to apply to a learning situation. As a teacher, I do not really gush praise onto a student for the simple tasks and learning. However, when you have a student that truly struggles with something whether it is a behavior issue, getting any work done, it could be anything, we probably do come close to using disproportionate feedback. Behavior charts that focus on some of the smallest positive behaviors, could be considered disproportionate feedback.
Grade: Professional
Subject: Technology
Sub-Focus: None
Standard: ISTE 1: Facilitate and Inspire Student Learning and Creativity
Details: Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers: a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.
Sunday, April 6, 2014
EDTECH 532: VW Explorer: Space Elevator at Bowness
This is the very beginning of the journey. There are 3 levels before the trip into space. This view is level 1. When you get to level 2, you enter into the control section of the elevator and I believe you actually see the magnetic device at the bottom. What I found most fascinating is that this is something real that could actually come to fruition one day. Level 3 has some displays on ecosystems and their importance which ties into the purpose of this elevator - environmentally friendly space travel.
Level 4 is the actual departure level for the space elevator. It is neat how the board on the left has pictures of stars or clouds showing where the elevator is as it is coming down for your trip. ( A chair might be nice.)
Once you get to the top you are surrounded by a beautiful view of the earth and stars. It actually feels a little lonely when you are up there alone.
I am not sure if this is a viewing area or a place to load supplies, but it provided a beautiful view as well. Unfortunately, if you step just a little too far you fall through space until you hit the ground below. (Could be a problem.
If you choose the correct route back you experience a peaceful trip back down minus the leg bouncing.
There is much more that could be added to this to make it more educational. Nonetheless I thought it was an interesting experience, and it is fascinating to think this could become a reality one day!
EDTECH 532: Modern Narrative Games
MMORPG'S and ARG's
No surprise, but I have not played either type of these games. I have watched my children play numerous hours of MMORPG games. Personally, I just do not see the appeal. However, I am sure part of that is their game choice. I am not much of a role play/fantasy type person. I do know the social aspect of these games is enormous.
ARG games really struck an interest with me. I guess it appeals to the mystery lover in me. When I read it is usually a mystery and one of my favorite board games is clue and these seem very similar. These games are very social, but to me it is in more of a realistic way than MMORPG's. I love the idea of people coming together to try and solve something. I really thought the events shown in the videos were amazing. To see random people from all over interacting, in real time as real people, was great. I also like reading about the books for kids that incorporate this kind of game, 39 Clues. The things that could be done educationally with this game type could be amazing. There could be lots of applications with literature, history, and even mathematics. I intend to find out more about these games and the directions they are being taken. Really cool and full of potential.
No surprise, but I have not played either type of these games. I have watched my children play numerous hours of MMORPG games. Personally, I just do not see the appeal. However, I am sure part of that is their game choice. I am not much of a role play/fantasy type person. I do know the social aspect of these games is enormous.
ARG games really struck an interest with me. I guess it appeals to the mystery lover in me. When I read it is usually a mystery and one of my favorite board games is clue and these seem very similar. These games are very social, but to me it is in more of a realistic way than MMORPG's. I love the idea of people coming together to try and solve something. I really thought the events shown in the videos were amazing. To see random people from all over interacting, in real time as real people, was great. I also like reading about the books for kids that incorporate this kind of game, 39 Clues. The things that could be done educationally with this game type could be amazing. There could be lots of applications with literature, history, and even mathematics. I intend to find out more about these games and the directions they are being taken. Really cool and full of potential.
Grade: Professional
Subject: Technology
Sub-Focus: None
Standard: ISTE 1: Facilitate and Inspire Student Learning and Creativity
Details: Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers: a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.
EDTECH 532: Narrative Games 3
Unfortunately I was not able to actually play this game. I tried but could not get it to work. So, I did the next best thing...I went to YouTube and watched someone else make it first the first level. I would rather have played, but it was actually nice feeling successful at a game for once. I know I might have taken awhile to figure out some of the little tricks. I really liked that they could pick up the jars and throw them. Sometimes it was beneficial to kill the bad guys because it gave up a key or and extra life. I would imagine the map could come in very handy because it seems as though you could wander the castle endlessly.
I do like the action adventure game format. It does involve problem solving which is great, but it makes it feel even more personal because you have become part of the game as a character. I also like how some reading is involved. As a second grade teacher, whenever reading is involved I am happy! Kids are going to want to know what is going on, so they will take the time to read even if it is a bit of a struggle for them. Some kids just don't want to pick up a book because it is too hard. This can get them reading because it is fun and motivating.
Tuesday, April 1, 2014
EDTECH 532: VW Explorer: Simulations of Idahonia
I absolutely loved visiting this site! First of all, I thought it was really fun. From the moment I put the health pack on and could barely walk I had a great time. This is also one of the first areas with a clearly defined path which I found very helpful. I often find myself wandering and don't like that.
From a learning perspective I liked taking a pre and post test, but wish they gave both scores at the end to compare. I thought the immediate feedback on all the quizzes was terrific. Although they give your meal a score I think it would be helpful to give a narrative on how healthy and why. What was good and what was bad. It was also extremely helpful to have information available on the items in the store and at the farmers' market.
I got very upset when I found myself getting sick due to poor health but was happy to be skipping around at the end. I think it would be really fun to play several times to compare results of poor, adequate, and super healthy eating. This is something we teach in second grade and I think if this was modified to their level it would be a fantastic learning tool that all the students would love to play and learn a great deal from
AWESOME!
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