Mary Fran Daley - Image retrieved from: https://www.linkedin.com/in/maryfrandaley |
Summary:
Mary
Fran Daley, a second-year teacher-librarian (at the time of her article in Knowledge Quest), creates an empathetic
rapport with fellow educators by laying things out as they are. Right from the
get-go she explains that, as a newcomer, she had little-to-no classroom
management skills and no real knowledge of video games – despite opting to
teach a video game design course to “difficult” students.
Before
diving in to the meat of her article, Daley explains why she decided to teach
the class, claiming that “Technology may not be a panacea for education, but it
certainly is one of the most powerful tools at our fingertips to do so much
more with less, as we are increasingly asked to do (Daley, 2011, p. 67).” She
clearly states that her mission is to guide the 21st century learner
in education with the help of technology.
Having
set the stage, Daley then breaks her article down into four main sections –
think, create, share, and grow – reflecting on the ups and downs of her pioneering
technology class throughout.
Firstly,
in the Think section, she explains
how video game creation (via programs such as MITs “Scratch”) can and does get
students thinking. Daley describes how the complexity of game creation involves
higher-order thinking skills as well as media literacy.