Saturday, March 30, 2013

Second Life? I'm barely making it through my first one!


I must say that this week’s readings/podcasts left me with very mixed feelings.  Even after watching the two podcasts about using Second Life with online learning, I am still not convinced of the purpose.  Personally, being a cartoon character sitting with another cartoon character as we watch a third cartoon character teach doesn’t seem necessary.  I know that virtual worlds are improving all the time and I even talked to my father-in-law who has experienced a scenario that almost felt like the holo-decks aboard the Starship Enterprise.  But what was described in the videos seemed little more than a kitschy way to experience online learning in a way that more closely resembles traditional school.  I’m just not sold on the idea.


Games and learning theory, on the other hand, really set my mind working.  So much of what Gee talks about in Learning and Games goes right along with my core beliefs about education: room to fail, self-regulation, cooperation/collaboration, and working at your own pace.

Failure is not an option…but it should be

“It should be noted that humans and other primates find learning and mastery deeply, even biologically, pleasurable under the right conditions, though often not the ones they face in school,” (Gee, 2008, p. 24).

Giving students room to fail in an environment of safety is something most teachers try to create in their classrooms.  But even in the best classrooms, we are working against ourselves if we preach one thing, but test another; and most classroom tests are designed to have high-risk failure with little or no opportunity for correction.  Using grades the way they are administered in classrooms today completely loses sight of what learning is supposed to be about.  We no longer worry about whether or not a student actually masters the material.  They get the grade they get and we move on because we have to cover the pacing guide in order to check off all the boxes.  Anyone who sits down and thinks about this phenomenon can see the problem, but most are content to simply shrug their shoulders and say, “what can we do?”.  Figuring out a way to bring some of what games offer us in the way of learning is one thing we can do.  Getting rid of grades based on percentages is another (but that is not the focus of this reflection).

Here we go loopty-loo.
“[F]or experiences to be useful for future problem solving, they have to be interpreted. Interpreting experience means thinking—in action and after action—about how our goals relate to our reasoning in the situation. It means, as well, extracting lessons learned and anticipating when and where those lessons might be useful.” (Gee, p. 21)
Again and again in my professional life, the idea of feedback loops and cycles of learning comes up in my readings.  As we continue to work on helping students become more self-regulated learners in our 4/5 Learning Community, we have been focusing on the work on Zimmerman. 

The loop he designs begins with forethought and goal setting which then leads to action.  Before getting to the action phase, notice that a key component in the “forethought phase” is setting goals.  Having goals is important.  We have done a lot of work with goals in the past two years as we have implemented the Marzano Causal Model as a part of our Teacher Evaluation System.  In the classroom, teachers set the goals. In gaming, the game sets the goals, “but often leave players free to achieve these goals in their own ways,” (Gee, 2008, p. 23).  This autonomy is a part of students’ intrinsic pleasure with playing games.  Having perceived control is important.  As Gee notes, “all deep learning involves learners feeling a strong sense of ownership and agency, as well as the ability to produce and not just passively consume,” (p. 35).
Within the “action” phase, the student is again doing exactly what Gee is advocating – looking at what is going on and being metacognitive about how it relates to and affects the original goal and what the player/student needs to do to either course correct or continue.  Making students consciously aware that they are doing this is huge in getting them to be able to apply it in new situations.
All Wings report in.

“[G]amers highly value collaborative play, for example, two people playing Halo together to beat the game, or the grouping in massive multiplayer games like World of Warcraft. Indeed, collaboration and competition often seem to be closely related and integrated in gaming, though not in school.” (Gee, pp.34-35)

Cooperative Learning is one of the cornerstones of my educational practice.  Unfortunately, many who hear this phrase think of group work and group projects.  But true cooperative learning teaches students how to interact with each other in collaborations that enable them to utilize the strengths of all team members and learn to listen and work together.  As Frey argues, viewing learning as a process where the learner is influenced by those around him means that an individual cannot learn as much on his own as he can within a group who can add to and influence his conceptualizations (2009, p. 14). Further, Gee asserts that games use the concept of “distributed knowledge” or “distributed cognition” to help players during games.  “These terms are meant to describe the ways in which people can act smarter when they combine or integrate their own individual knowledge with knowledge that is built into tools, technologies, environments, or other people,” (2008, p. 32).  In video games, this seems easy, but in the classroom this is often hard for students, especially gifted ones, who would rather just zoom ahead and finish the work.  But learning how to work with others is still valuable because eventually we all come to a place where we are on the edge of our abilities and we need to be able to work with others as many players do in the game examples Gee cites.
Leveling Up

Here is a video from Paul Anderson describing how he used the concept of gaming to improve his classroom.


One of the features of most games is the ability to level up and move forward as you are ready.  This is something we almost never do in education.  There are many reasons behind this – and many of them are very reasonable and even noble.  But the longer I teach, the more troubling I find it that we continuously teach to the middle leaving the majority of the students either confused because we move to fast or bored because we move to slow.  I am not a fan of tracking in the traditional sense, and I am certainly not a fan of sitting students in front of computers all day as the computer teaches them (you can watch more of Paul Anderson’s videos about that phenomenon).  But there must be some in between where students are able to work with groups of varying abilities for part of their day while they are able to pace themselves and move at a speed comfortable for them as they learn and master content.

---
There are several other things I would like to say about this article, but I don’t have the time to delve into everything at the moment.

References
Frey, N., Fisher, D., Everlove, S. (2009). Productive group work: How to engage students, build teamwork, and promote understanding. Alexandria, VA: ASCD.

Gee, James Paul. (2008). Learning and Games. In Salen, K. (Ed.) The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge, MA: The MIT Press.
Zimmerman, B. J. (2002). Achieving self-regulation: The trials and triumphs of adolescence. In Academic Motivation of Adolescents. Greenwich, CT: Information Age Publishing.

No comments:

Post a Comment