2,275 Matching Annotations
  1. Feb 2017
    1. and simulations and games provide the elixir

      At face value, having not read this article (yet), I am always quite resistant to claims that games (or simulations) are so-called "answers." As I argued in my conclusion (which read read during C1), games and game-based learning may be useful for various reasons (like encouraging agency and creativity), but as a silver bullet, I'm always a bit dubious.

    1. peace to games

      I'm curious, having read your post, how notions of peace define outcomes of play or characterize the game play experience - in other words, peaceful means vs peaceful outcomes.

    2. war immediately ponder the actual after math of their destruction. Just this morning, I was reading an article about a zoo in a war torn country. The animals haven’t been fed in days and the government is letting them starve to death

      Humane behavior is detrimental to conflict. Everybody can win much more through mutual respect, cooperation and collaboration. But greed is a difficult beast to kill.

    1. measure success?

      Very true. People are pushing, even within the early ed realm, for student portfolios. I think outcomes are becoming more and more a measure of success. Whether or not people actually want the information that these pushes will produce is yet to be seen in formal primary and secondary education. Because, seriously, how do you evaluate a student's intellectual proficiency based upon a finger painting from a 4-year-old? Seriously.

    2. How would student outcomes in, say, a community college in Alabama differ? What about High School students? Would variations in lessons and subject matter change learning outcomes and perceived value?

      Great points.

    3. participants were selected because they achieved high scores on their college entrance exam.

      Data could be tainted, too, because the students were active, critical members of fields completely related to the researchers and the nature of the research itself. I'm wondering if the students knew the people conducting the research.

    4. a bit skeptical on how a computer screen would really do much to improve achievements or add value.

      My buddy won't watch anime that isn't 2D. I've never probed him to find out why that is. Your research makes me curious to ask him why. I scanned the article and didn't see age of study participants listed (I'm guessing mid to late 20s based upon other info listed in the article). I think age would be a valuable factor worth mentioning in the article. I mention this factor because socially it could effect some of the data mentioned in the article. I think my friend, and maybe some of the research participants, might hold standards for value relating to how they view factors like 2D vs 3D in a gaming experience. I have no idea if this is true, just a thought.

    1. Star Wars movies, Star Trek tv shows, and comic book characters (Price, 2014, p. 137).

      The ability to connect interests is a very motivating factor as a consumer/student. I love the term transmedia storytelling--very fitting.

    1. passes the remaining cards to the left

      I love games where I know what I have passed to the next player. Such a great way to add a new level of strategy. Now I need to think not only about how to maximize my returns but inhibit the next player with what I pass to them.

    2. ll accrued points are viewable by everyone

      This factor seems like it would provide an excellent opportunity to study reasoning and diplomacy as players unite against those with the most points and alliances form and dissolve as the game is played.

    3. social component

      Great point about games played in person. I got to know my in laws much better after playing board games with them. I will always remember the sneer from my father-in-law(though this sentence sounds bad, we have an excellent relationship) when I buzzed him while we were playing Taboo. These games form memories that just don't translate in video game play.

    4. is a card-based game with the theme being,

      The first thing I think of when I hear "card-game" is "boring." But there are some complex ones out there. This sounds like one. I have gotten into Magic the Gathering battle card game a bit recently.

    5. onders, and use it to accomplish a learning objective. An interesting byproduct of this game, is the fact that I now, for the first time, can name all the seven wonders of the world!

      As long as a game has the history, names, dates, etc. correct, then they can be great for education. The actual design of the game is a whole other matter.

    1. more interest

      In the free sandbox mode, you suggest, how could interest in the free version be leveraged into encouraging the consumer to buy the full version? In my head maybe previews of skills that could be unlocked or maybe the promise of a large online community.

    2. draw of building something from scratch and the sense of accomplishment that might instill

      I would bet that that is exactly what the creators wanted you to conclude, that having more control to be creative in the design of the town would lead to greater enjoyment - SO go buy the full version with that creative freedom. The free version is probably a little flat by design - if it is too engaging what motivation is there to spend money on the full version.

    3. Really

      I see the desire from the developer to make this simulation are real as possible but I agree that there could have been a better approach then to start with characters using the toilet. Do you think providing access to food or shelter from weather would have been more appropriate?

    4. The game is meant to be self-led and self-paced with no firm direction except that of the gamer and the motivation to provide for the fictitious citizens of the Sims town.

      Isn't there an instance where you can have interactions with other people/characters from external sources, such as people entering your town? Or maybe that function doesn't exist on the FreePlay version (or at all, as I am not familiar with the game, thought I remember hearing something about that tho)

    5. The learning potential, I imagine, gained from the Sims would be a fuller understanding of cause and effect; however, this would be a rudimentary lesson at best.

      I believe that the SIMS game/franchise has been under scrutiny regarding some instances of the game prompting an outbreak of bullying. Cause and effect could probably be better gained elsewhere.

    6. Control is a base desire in human nature and Sims FreePlay failed to provide adequate control of freewill to the player.

      Do you think this was do to your version being a FreePlay version? Other than cost, did the paid version offer any additional features?

    7. my experience felt mechanical

      I, too, have experienced this in some game play situations. It is easy to lose interest. I have never played SIMS, however, I remember playing SIMCity a LONG time ago (probably 25 years ago). But I have never been enticed enough to play SIMs - popular or not.

    8. Overall, I found the game dull, overly complex with a mindboggling number of icons and options and void of any emotional draw. 

      Good assessment. With simulation games, there needs to be an emotional draw to maintain motivation. Add in cumbersome options...with minimal to no emotional appeal...that is a recipe for dullness.

    1. It provides three worlds, or communities, to choose from:  Willow Creek (coastal, forested community); Oasis Springs (desert community); and Newcrest (suburban community).

      Which one did you choose? Do you think this is a reflection of your personality, personal taste in home location, play style, or something else?

    2.  I created a female character that resembled me physically in a general sense, but I included physical characteristics that I wish I had in real life

      What made you want to create a character that resembled you? I remember that when I played this game I had two ways of creating characters. One way was to create myself exactly (or as close as I could) the way that I looked in real life without alterations and the other was to create characters that I made up and had no connection to my reality. The first way of playing allowed me to live out scenarios that may not ever get to happen to me in real life and the second way was to just have fun and create and live out a fictional story.

    3. the characters aspiration in life (love, money, etc.), confidence level, communication style, activity level, style of their walk, and sound of their voice.

      From the way you've described these features, I feel like I would learn some things about myself through play.

    4. I clicked out of these.

      I'm finding in my own experience that the cognizant action of disregarding the pop-up tutorials and audio prompts signifies a growing level of mastery. After 8-10 missions in the game I'm playing, I'm now finding I play better when I turn on music and don't pay attention to tips. After a while, they serve more as a distraction than a benefit.

    5. It would always recover itself and allow me to resume play, but it was pretty concerning when it first happened.

      just save it frequently. Game crashing on any system is an inevitability.

    6. g my character, I was extremely pleased with the vast amount of options to customize its appearance and personality.

      I appreciate games that give a lot of options for creating a character. It makes the game world more diverse and allows for more personal expression. Though sometimes all of those options can be overwhelming and I will just pick a random configuration to just get into the game.

    7. I would build a home, live in it for awhile, then tear it down and start all over.

      I tried the first one out and thought it was interesting. I got silly with it by testing the system. I built four walls around one of the sims to see what would happen, give them no way to clean dishes, or just let the trash pile up.

    1. that to truly appreciate or learn using this ancient game one would have to practice often.

      Do you think that practice alone will help you improve your strategy in this game? How could collaborative learning play into your increased understanding of the game?

    2. capturing troops or a leader do not necessarily mean victory.

      I enjoy these types of games a lot, because even though you may not be winning the war, you still have the ability to win smaller battles. These smaller victories make me feel like I experienced some kind of victory despite not winning overall which keeps me coming back to the game again.

    3. it almost is a situation of excessive freedom becomes a challenge itself.

      In games like this, I tend to exploit certain strategies repeatedly within the same game or over the course of several games in order to gain advantages over my opponent. Do you ever fall into similar traps with your thinking in these freer games?

    4. The point of the game is not to capture the most pieces as in Chess (with the goal of capturing the King) or even Checkers but to control the most territory on the board itself.

      Interesting game focus shift. Usually when it is PVP on a game board similar to this, capture is 50% of strategy.

    5. it almost is a situation of excessive freedom becomes a challenge itself.

      This is an astute assessment. Excessive freedom does impose a challenge in game play, unless you are a decisiveness individual (I am not).

    6. that to truly appreciate or learn using this ancient game one would have to practice often.

      You would start to see patterns emerge and repeated through the course of the games. The outcomes of those patterns give you insight in to what you can do the next time around.

    7. However, as we played more focus on strategy and less on just capturing pieces seemed to develop.

      Do you think both styles of play are supported? I always just think about capturing the most pieces in these types of games and would probably lose. This also seems like a predecessor to real time strategy games.

    8. It would seem that board games in particular tend to have excessive rules and constraints which ads an element of predictability.

      It does seem like newer board games create more and more rules. I wonder why this is?

    1. it is not apparent in some situations where the user is supposed to click to reach the next mission

      Could this be intentional? Providing opportunities for exploration so that the user doesn't feel like they're just going through the motions when they're ready to start a mission?

    2. I will likely finish the campaign in the current mode, and then start a new campaign in a more challenging setting.

      What is it about the gaming environment that is keeping you playing the game while simultaneously wanting to up the challenge?

    3. It’s up to the learner whether or not they are going to proceed in a more difficult campaign mode.

      It's nice to have the control over the difficulty and sometimes even the parameters of the game itself.

    4. relevant to the mission the user is loading. I love that—it educates and makes use of time while you’re waiting.

      I do to. A lot of games have started using loading screens for tips about the upcoming mission, or the game in general. They also usually use concept, or other artwork for something to look at too.

    5. It included flowcharts, tips, and information on levels, characters, strategies, maps, and much more

      I only played the first starcraft. The second one is enticing too. Including that kind of complex information for a game is nice for reference and learning more about how to get better along with just playing the game.

    1. a large compound with a number of buildings.

      Your design goals seem like they would be greatly affected if you choose to collaborate. I'm getting the sense that there is a bit of social science in this game as players could potentially build societies and war.

    2. I considered either destroying for material, or taking it over for my own.

      There's great potential for collaboration or rivalry. What have you noticed so far? More rivalry or collaboration? I'm curious what the benefits would be broken down for each option in this particular game.

    3. This just means that players buy the game for access to the work-in-progress, so the game will change over the course of the development cycle

      So it kind of gives you beta testing access? That's really cool. I'd be curious to hear what kind of changes you experience in the game play as it evolves.

    4. single-player experience, or on PvP (player vs. player) servers

      So single player - the game constraints are hunger/thirst & survival from animal predators, -VS- PVP where you have to consider the play of other characters such as attacks and looting? I suppose you could practice & explore in single-first?

    5. There were some buggy moments design-wise

      Could you explain a bit more...buggy moments, as in there was some lag in the game because of the servers? Or just some glitches overall? I watched the first 10 minutes of your video. (it may have explained later)

    6. encourages cooperation to survive and as with any population competing for resources, breeds competition.

      Insightful assessment. This game would indeed encourage cooperation to survive, but of course there is an element of competition. Survival of the fittest. Kill together, until you're on the chomping block.

    7. You have to gather resources like wood, stone, fiber and food. As you are scrounging around for stuff, you will level up.

      Sounds like there is a hierarchy of play. Prioritizing your efforts. Gather, collect, build, protect, which to do first?!?!

    8. There are other players about as well.

      Does this mean that other people are playing the game? Or are these computer generated people? I was just wondering because the ability to interact with other people in this game seems high tech if this for XBox 1.

    9. breeds competition. How you interact with others can make you a friend, or an enemy

      0 for 1 on the friends it sounds like. How can you make friends if everyone runs around clubbing you?

    10. He clubbed me over the head and knocked me unconscious. That’s the nature of PvP in most games. Little cooperation, a lot of competition.

      Is this similar to DayZ? I watched a little of the video, that part where you punched the log for 30 seconds. Watching does make me curious about player interaction in a game like this. I'm wondering if there are any reasons not to kill other players. DayZ was scary, players would strip you of all your gear and then set you free without anything or put one in the back of your head.

    1. I reiterated the importance of the visual elements of communication and emphasized that the most successful team would win due to these skills and not those of technical competence.

      understandable way to equalize the parcipants and keep the focus on the material.

    2. s totally enjoyed themselves and I hope that this lesson carries through in their art work in the futur

      I am sure it was more memorable for them making it easier to recall the context and what was being taught.

    1. this type of learning style could be harnessed for today’s students, it would be very powerful.

      by the end of this course we will have harnessed this power in order to destroy the galaxy. Wait, I think I got that wrong...

    2. udents will look to the games that they play for inspiration

      There is some great artwork produced for games. The concept work alone is impressive. There is a lot for kids to emulate and study with that genre of digital art.

    1. There are two game modes: career mode & sandbox mode.

      Do these typically start with a tutorial or do they throw you right in? Or customizable is the learning experience? I easily get frustrated with these types of games.

    2. AS PLAYED ON AN IPAD

      Do you know if there is any significant difference between playing on an IPad vs PC/Mac? I downloaded the free version on my phone. I must say it is too small of a screen to really enjoy it. The game was build to see on a large screen in my opinion.

    3. Moving or eliminating attractions cause more than just a waste in resources, you have to make staff changes in terms of their patrol areas.

      Are there any real world lessons that can be gained from playing RCT?

    4. RCT makes you take long hard looks at how you configure the parks. Because mistakes could prove costly. One major benefit to game play through an app, is that it is strictly downloaded using memory, not using data or wifi. That is a welcomed change from the other games I currently play via my devices

      Did you see any connections to our readings?

    1. In the end, nobody won, not even me.

      Maybe this is the point of the game? There is not always a happy ending. I sort of enjoy the idea of disappointment throughout the game, that to me mirrors the apocalyptic theme. Would you want to play again? Do you think because you were the Betrayer you have a different opinion of the game?

    2. can die slowly

      Reminds me of the Oregon trail. You make this game seem so ominous. How long did it take you to read through the instructions ( 12 pages?!) Based on your feedback, I have a sense there is a lot of intricacies to this game. Was there any confusion when you played?

    1. The main idea of the game is that one team member should explain others what words are written on the card; the more words are explained the better it is.

      This games seems oddly familiar... I don't think I've ever played. Is it like Scattegories? I haven't played Scattegories in a long time so I might be way off :)

    2. Hence, with a help of learner-centered approach, this game improves player’s cognitive abilities.

      Do you think this game would be good in an educational setting or is it more for fun with friends?

    3. From the point of view of cognitivism and learning theory, the learner is viewed as an information processor.

      Great connection! Do you think that memorization plays a part in this at all? I'm not familiar with the game but have played games like this in the past and it seems to get "easier" because you are learning / remembering what the cards and answers are.

      Is this a game that constantly challenges thinking or would you say one could easily get bored after a few plays?

  2. loganpriess.wordpress.com loganpriess.wordpress.com
    1. I was surprised that I instinctively carried so many elements of my role at work

      I would be curious to learn more about the social interactions between colleagues and the roles assumed during the game. Did one person assume lead and expect everyone to follow or was it more democratic? My only experience with these types of games has been with friends and family where people assume congenial roles of equality.

    1. lets them identify what they can solve on their own and where they need help.

      This is a very important skill as everyone at some point will need help, no matter how smart or advanced they are. Learning this early on in life can help a person avoid serious frustration later down the road.

    2. but have been overwhelmed by the number of tasks to be undertaken, having to explore, find materials, conduct missions, build or upgrade, etc, are too much for me to enjoy the game play.

      Not being a serious gamer myself, I too find the myriad of tasks and challenges to be overwhelming in many games. So much so, that I often go back to my Nintendo NES when I need a good video game fix.

    1. group problem-solving game

      was it truly problem solving? I ask because I have tried using this analogy (video games involving problem solving) in my math classes, but the students argue that they don't use math skills to do any problem solving. Do you feel like theres was some hidden math to it, since problem solving is really math?

    2. whip out a sheet of paper.

      I would have done the same thing... I have to print out everything i read too for school! Do you think younger generations do this? Or, because they are so used to doing everything digital, it's easier straight from the device?

    1. “Learning about games and learning with games take place simultaneously. One cannot learn about or from games without engaging in their play.

      This is so important for people to read because learners need to see how connected the two are.

    2. After learning how to play MTG one must meet the challenge of understanding the depth of it like any other game.

      Is this a game you would continue playing? Did you feel satisfied with your overall gameplay?

    3. MTG’s main motivating factor is the large customization it allows with the over 10,000 cards available to build a deck.

      Brings up what we've been about with equity. I remember playing Pokemon as a kid, I couldn't afford to buy all the nice booster packs as my friends so I had no chance of winning a turnament

    4. The primary problem with MTG is its element of random draw while it allows emergent game play it also allows for a player to be set up for failure.

      I think this also limits play. The player isn't as in control of their own outcome as much.

    1. The game starts with a lengthy tutorial that runs through the basics of game play and upgrading offensive and defensive powers.

      Did you find this to be beneficial or boring/waste of time?

    1. WASD keys for movement. Gamers with limited finger dexterity will find this game more difficult, and thus with inhibited learning.

      This is interesting, what keys do you think would work better for movement. Having played many PC games, I do not even think about this.

    2. Unfortunately for me, I was standing in the mouth of the cave everyone had been using for mining, and also right next to the supply chests

      One thing I learned the hard way is to never dig straight down...

    3. I was decent in Minecraft—that is, I could survive several nights until I got into some altercation with a Skeleton, but I could handle myself in decent fashion.

      I remember hosting my own server back in the day. I would turn off all of the monsters and give myself infinite supplies. I was mostly a builder. I think this helped create a customizable learning experience for myself.

    1. learners, from revealing how specialists assess and contest information, to illustrating the importance of critiquing (supposedly objective) publications.

      Gosh, this couldn't be more important right now... I've always been weary about the news and the media and now, more than ever, we need to be extra sensitive to what's being said. I never thought about annotations before our class-- what a valuable (and extremely powerful) tool to give people (from all over the world) the opportunity to open up for honest, intelligent, conversation. It encourages us to think for ourselves and question everything media is pushing on us! I'll be interested to see where this goes...

      Thanks for sharing!

    1. The strategy involved was sometimes secondary to winning until I realized that winning is second to the strategy that achieves it.

      I used to play a large board game called Axis&Allies. the context of the game was WWII and the five factions would battle it out with troops, tanks, airforce, and naval ships. Sometimes games could last more than three hours.

    1. I want to bring this up as a discussion in some of my honors math classes

      See-- not a waste of time! Through the game play you were able to make a connection with our reading and how to integrate your reflections and learnings into real life. BAM! I'd say that's pretty useful!

      Great connection!

    2. This really stood out to me when I played the game because there was only one way for these puzzles to be solved and I uncovered the solutions in order to unlock the next level.

      Do you see what he was saying from his point of view though? I think this is a limitation. It goes back to traditional school where everyone has to follow the same way of thinking.

    3. Rather than following an algorithm, I want them to reveal the solution, which is exactly what puzzles do! 

      In some sense I feel that puzzles do follow an algorithm because in the experience with my puzzle game there is always only one specific way to get to a solution.

  3. Jan 2017
    1. with my daily puzzling about what my sons are getting out of Minecraft,

      Minecraft is a pretty deep game. Players have to manage resources, craft items for building and survival. You can even create complex circuit and switch systems for various reasons. It really engages the imagination as you can build and create what you need to get whatever job done you want in the game.

      I play around with the game every now and then. I even got to create a short course for summer camp kids to teach them 3d animation using Minecraft characters and envrionment. Minecraft is used in education as well.

      https://education.minecraft.net/

    1. is not whether a violent video game encourages violent behavior, most would call that common sense

      there is little evidence of this assumption. Of the tens-of-thousands of kids who play violent video games you'd think that there would be utter chaos in the streets. I am sure there is an effect on impressionable minds. I see violent video games a reflection of our violent war-obsessed culture we live in which kids are exposed to on a daily basis. We have elevated violence to an interactive art form through video games.

    1. what are the best ways of engaging a game player, while working through complex problems.

      that's the one question that I would like the answer to. Of course there is no one right answer as every need and every game will be different. We will have to create answers that are conditional to the context they are applied.

    1. more social and collaborative ways of learning to read, such as through massively multiplayer roleplaying games (MMORPG

      I wonder what kind of effects these types of games can have on reading for learners. The social dynamic opens up the experience than a single-player experience.

    2. This was never a problem for me when it came to video games

      There are a lot of games that I zoom past the reading so I can get to the pewpew and fun stuff. But you miss out on much of the story that way. The final fantasy games and other rpgs I always read though.

    1. be pretty entertaining and interactive, as they bring gamers together over a common shared interest

      I didn't thing it would be entertaining either, but found myself watching and enjoying it.

    2. I am curious about the types of skills that can be learned from this type of game as well as other online worlds.

      I have heard guild wars 2 has a great community. I kind of got turned off by the WoW community when many people really got uppity about things and just couldn't enjoy the game. They took it far to seriously. It's a game. Have fun.

      But that is when I started to realize that I was interested in observing the behaviors and analyzing in a way how the dynamic worked in MMOs

    3. I never thought of games in this way before and it made everything more relatable to me and brought me to Games and Learning

      Great connection! I took the Digital Storytelling course as well and curious at what point in the course did this light turn on for you?

    1. Or learning games like The Oregon Trail that opened my mind to the length, in distance and time, that gave me perspective to the hardships that were faced by settlers on the trail and giving me a connection to what I subsequently learned about the pioneers on the trail.

      back in the day, I really liked that game. It was challenging and kept my interest even when everybody died. I remeber hunting rabbits, or deer, or something.

    2. Does the digital set of code give students the freedom to rehears their actions in a digital world, protected from real-world consequences? Or are games to structured or to full of ulterior motives to provide true learning opportunities?

      Depends on the design of the game, but both characteristics can be true.

    1. Throughout this class I am hoping to gain a better understanding of gaming and the power it can play in a child’s learning

      I am insterested in how gaming can empower adults' learning as well.

    2. I am not much into gaming in my personal life but I do enjoy playing some games on my phone.

      I heard this comment from a few people that they aren't into gaming, but they play games on their devices.

    1. life slows down, thinking slows down, but you never really see how true it is until you witness it for yourself. Playing board games helped me to hone my thinking skills again and made me start looking at my world for problems to solve

      It's a weird feeling, isn't it? That is one of the reasons I play video games. Keeps my mind exercised.

    2. son, we can find common ground through play

      I remember arguing politics with another player in World of Warcraft. We clashed a bit, but when it came to accomplishing a shared goal in the game those differences were gone for the moment.

    1. writer, the character development through dialogue, action and reaction is something that intrigues me most perhaps because I am seeing real people react in real-time to actions and sequences playing out on screen

      I tend to focus on those aspects as well when I am playing or watching video games. I like to examine narrative and storytelling in games.

    2. That werewolf chase through a haunted, blue-pixeled forest plagued my dreams. After several forays into my parents bedroom I was forbidden from watching that game ever after.)

      Goes to show what an impact games (video games in this instance) can have on players. I have had emotional reactions to games, not to the point of running to my parents bedroom--i was too old for that, but impactful moments that I still remember.

    3. , I have always latched onto the stories and characters and feeling of the game, rather than with a desire to play or "beat" them myself.

      There are thousands out there that stream their gameplay for others to watch. You can find these streams on YouTube or Twitch.tv

      I thought it was a novelty at first, but come to realize that it's a real thing that many people enjoy.

    4. I want to engage with the theory, and expand my knowledge towards a more succinct learning opportunity.

      I also hope to engage with more theory. I think I get caught up with the play often times and haven't thought much about the learning that is taking place.

    5. and though I never felt the desire to reach out and take a controller or a mouse myself,

      This is kind of how I started with video games. I would only watch my brother play, but I would ask If I could read the dialogue for specific characters. This made me feel more connected to the characters. Many years later I still game with my brother.

    6. More than anything else, it gave me a sense of belonging

      I have a similar experience with my older brother. He would play video games and I would watch over and over and over. But, I don't think I ever felt a sense of belonging because it was more or less a waiting game until I could "try" or watch TV.

    1. he importance of finding a passion and working towards mastery while gaining transferable skills is a path that every individual should undertake. 

      Our system of education should nurture these individual passions, so they don't get lost in the quagmire of life.

    2. It is foolish to disregard this innate desire of students, rather that passion should be harnessed and used to infuse knowledge utilizing this highly effective conduit.

      Well stated. Ignoring this is counter-productive and will only hinder their growth, turning them into bitter, cynical creatures like me :)

    1. Play comes naturally when you are fully present, engaged, and take pleasure in the activity at hand

      Good way to put it. "games", or "play" don't have to mean the type of games you listed above. I feel like I am playing when I am creating graphics, or writing. So competition, winning, or success aren't necessarily the purpose of games or play.

    2. learning journey that I’m sure will be full confusion and frustration

      This describes many learning journeys I have been on. I hope that this isn't the case for you with this class.

    1. discussing their experiences with their teacher, the students regained a passive role in their discussion, which paled in comparison to their dynamic interactions with each other in the field.

      Why do you think this was?

    1. Growing up in the 80’s I do not remember watching much TV.

      Me as well however, my older bro was glued to the TV and his video games. Your critique pretty much sums up my intro to play blog!

      Great summary and synthesis!

    2. Social influences are most likely to blame for this in my opinion.

      Great connection! I attended a conference last fall and Reshma Saujani, CEO of Girls Who Code, spoke about this very thing only in the computer science realm. It was fascinating to learn than even open and encouraging parents subconsciously influence girls to steer clear from computer science. In fact, she said that if girls don't take a computer science class in elementary school, they will never take one! As tech jobs become more in demand, it's so important to encourage girls to get involved-- game play could play a big part in this!

    1. Now I get a chance to study the leaning benefits of video games and how they may be used to effectively teach in various environments and through various media.

      I feel the same way, i've always taken them for granted so I can "escape" for a little bit. I hope to understand more about what we can learn from them.

    2. Board games are called that for a reason—you have to be really bored to play them.

      Haha...I do prefer to play video games as well, but in some social events I find board games to be fun as well!

    3. Me and my brother would have fun and plenty of arguments playing for high scores.

      That's how I got started. Many years later we still game together. Of course he has a family now and ignores me more, but still...

    1. So I stopped the idea of games and figured I'd come back to it when I was more comfortable with teaching and not in my first year.

      I'm not a teacher, but I wonder how often this occurs with new teachers?

    2. I realize I'm in for a lot of work and rigor

      I had a summer class with Remi and it was intense, but different than anything I've previously had. I'm looking forward to the struggles of Games and Learning. I think we'll get just as much out as we put in.

    1. By getting students to understand that the games they play are indeed valid forms of literacy, and by helping them to understand connections among the various forms of literacy, we help our students become immersed in a lifelong habit of reading and enjoying a variety of literature and literary habits.

      This approach might be scary to some teachers, but this is what collaborative learning is about.

    2. assign books to students because they enjoy a particular gaming genre.

      With younger kids, I think encouraging them to read a video game that has lots of text can be the perfect entry point.