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.
Retrieved from: http://designforeveryone.howest.be/input/index.php/applications/125-scratch-mit-media-lab |
Secondly,
in the Create section, Daley writes
that “Video games are works of art […] visual imagery, film, and logic” and
that they can be a “magical dance with content from any subject area (p. 67).”
By this, she explains that though her students’ games focused mainly on math
and science, video games can easily include material from social studies, English,
etc.
Thirdly,
in the Share section, Daley reports
that “all of the collaboration [she] was trying to force in [her] STEM and
library classes came organically in [her] video game class (p. 68).” She writes
that even the students who had previously avoided group work and academic
interactions were giving and receiving feedback from their peers and creating
together. Daley attributes this phenomenon to technology being a collaborative
catalyst.
Finally,
in the Grow section, Daley reflects
on how many of her so-called “difficult” students (with some exceptions) not
only completed their work – learning logic, media, etc. in the process – but
were enthusiastic about their projects and actually enjoyed working on them.
To
conclude her article, Daley suggests that while video games will never replace
other forms of learning, it is the task of the educator to pursue any and all
ways of reaching learners. To that effect, video game design proved to be an
effective technological route that should not be overlooked.
Image retrieved from http://www.syracuse.com/news/index.ssf/2010/09/east_syracuse-minoa_students_d.html Click for another great article! |
Reflection:
As
an advocate for the potential of video games to be more than simply
entertainment but a form art and education, this article certainly resonated
with me and got me excited about the possibilities. It was an engaging and
informative read in that it got me thinking about different ways video games
could be applied in the classroom. I hadn’t previously considered creation of video games in curriculum
development, but as Daley described, there is an inherent story-telling and
logical learning to crafting a game (just as there is to writing a short story
or even an essay). I also enjoyed how Daley emphasized the importance of
different students learning in different ways as well as making learning fun
and engaging.
However,
while the article was a fun read, I do wish that Daley had gone deeper into
actual research and information gathering. It would have been nice to see more
of the real and detailed progress (and struggles) of the students.
That
being said, I found the article to be inspirational and I would love to do more
research on the subject – perhaps even testing out Daley’s theory and
hypotheses in my own future classrooms.
Resources
Daley,
M. F. (2011). USING VIDEO GAMES TO EMBRACE INQUIRY: Learning for Life Through
Fun. Knowledge Quest, 40(1), 66-69. Retrieved from EBSCOHost database.
Scratch - Imagine, Program, Share. (n.d.). Retrieved December 17, 2014, from http://scratch.mit.edu/
Hi Ben,
ReplyDeleteGreat article choice, as someone who would like to work with elementary students, I think incorporating gaming as a learning tool is a great idea to get students involved and wanting to learn. This article seems to use some of the ideas we learned in class last week with Bloom's Taxonomy. I have recently started using Luminosity to help with my memory skills, and it is based off the same ideas as in you article. I definitely enjoy learning while "playing" and I'm sure students feel the same.
Thanks, Ben. Carol Kuhlthau's work does a deeper dive into the information science background in inquiry. ~ MFD
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