video games

RECENT POSTS

Technology: Not a Silver Bullet, But Makes Learning Relevant

“I don’t believe that cyberlearning is the silver bullet to take over schools and make us better,” says Kenneth Eastwood, Superintendent of Middletown City School District in Ohio. “It is to make us more efficient and relevant to the process related to the learners of today, and once, I think, that everybody agrees upon that and comes together and says these are the outcomes for cyberlearning, I think that we can work and play better together in the sandbox.

I spoke to Eastwood at the Cyberlearning Tools for STEM Education Conference recently, where he talked about the integration of technology in education.

Here’s the video, and below that is the transcript of the full interview.

http://www.youtube.com/watch?v=7bc0rgSOaRM

Continue reading

Virtual Worlds in the Hands of Student Scientists

Can video games really work as a learning tool? If so, what happens to the role of the teacher in this realm? Chris Dede and his colleagues at Harvard Graduate School of Education have been working on testing these theories and have come up with fascinating results.

I spoke with Dede at the Cyberlearning Tools for STEM Education Conference recently, and asked him to elaborate on his thesis. Here’s the video, and the full transcript follow below. The big takeaway: When combined with challenges and assessments, along with the guidance of a teacher, video games can lead students to  rich learning experiences.

http://www.youtube.com/watch?v=nNAZXB0DnT4&feature=channel_video_title

Read the full transcript here.

Continue reading

Can Video Games Help Close the Digital Divide?

Applying African-American boys’ passion for sports video games toward building confidence in a learning environment.

Image credits: Betsy James DiSalvo, Glitch Game Testers and Georgia Institute of Technology

This fascinating article by Liz Losh on Digital Media & Learning looks at how video games as learning motivator can be a completely different experience for different cultures.

A recent report on educational achievement among young black males describes a “national catastrophe” in primary, secondary, and higher education that is reinforced by policy failures and funding shortfalls. “A Call for Change: The Social and Educational Factors Contributing to the Outcomes of Black Males in Urban Schools” uses data largely from the U.S. Department of Education to paint a grim picture of an achievement gap between black and white students, reinforcing the message of recent books like Pedro Noguera’s The Trouble with Black Boys: Race, Equity, and the Future of Public Education.

“Game consoles often are the most powerful computational devices and the only Internet-enabled devices in our participants’ homes.”

While the Obama White House has become known for promoting video games as a way to teach science, technology, engineering, math, and as a method to promote healthier eating and exercise among kids with sedentary lifestyles and pop culture habits, often the Presidential message targeted to African-American urban youth emphasizes traditional print culture literacies in reading and writing. Researcher Betsy James DiSalvo from the Georgia Institute of Technology is taking a different approach to the achievement gap. Her work is focused on understanding the role that video games play in urban African-American youth culture.

DiSalvo engages African-American teenage boys with video game design and seeks to provide them intensive college and career counseling that “A Call for Change” argues they might not be getting in school despite a desperate need for intervention. She also takes advantage of the fact that video games can bridge the digital divide in African-American homes, because “game consoles often are the most powerful computational devices and the only Internet-enabled devices in our participants’ homes.”

UNUSUAL APPROACH

Unlike other after-school programs with technology labs, DiSalvo’s “Glitch Game Testers” treats students as paid employees rather than charity cases. Participants have part-time jobs during the school year and full-time jobs during the summer that provide economic as well as educational incentives to pursue careers in computer science and other STEM-related fields. The program makes a long-term commitment to mentoring and economic support and tries to tailor services around stated needs. According to DiSalvo, other programs “parachute-in” with a rescue mentality that shows little respect for existing attitudes in African-American communities.

“Going to a whole classroom of people and assuming that you will find something that everyone likes” is naïve. You have to think about the culture that people come from first.”

DiSalvo has come up with a pragmatic series of solutions designed around symbiotic relationships between corporate products and consumer populations to foster STEM learning around sports video games that are usually not seen as particularly educational. She recruits Atlanta-area youth attending schools that are 99% African-American and where most students are well below the poverty line as play testers for commercial video game companies to search for bugs in new video games. Local mentors from Georgia Tech and historically black Morehouse College are also part of the Glitch Game Testers team and serve as both coaches and role models.

In her work, DiSalvo finds that video game play practices such as “hacking, cheating, and modding,” which provide powerful informal learning practices among self-described “geeks” destined for careers in technology, are often treated with disdain by African-American teenagers. For many black urban youth, DiSalvo says, their notions of masculinity are defined by codes of idealized sportsmanship and pure physical embodiment, rather than the so-called “hacker ethic” that emphasizes subverting systems and authority.

GENDER, IDENTITY AND TECHNOLOGY

DiSalvo’s advisor, Professor Amy Bruckman, has been known for her research on gender and computer gaming that stretches back for more than a decade. (Bruckman also wrote seminal essays questioning cyber-utopianism that were written in the nineties, such as “Finding One’s Own in Cyberspace” and “Cyberspace is Not Disneyland“).

In an interview for DML Central, Bruckman praises DiSalvo’s work because it is “specifically targeting African-American teenage boys” in a larger research environment in which the discussion about gender and technology has often been focused on “women and this, and women and that” without enough serious research on masculinity and how “cultural groups have unique challenges.” Continue reading

Weekly News Roundup

Flickr: WilliaC

  • The Sesame Workshop and the Joan Ganz Cooney Center released its study on children’s media usage. Among its findings, television is still popular, but children are engaging in a variety of other media platforms. Almost 25 percent of young children under age 5 use the Internet at least once a week, and just under half of those under the age of 6 play video games.
  • The social learning platform Xplana released its report on digital textbooks in higher education, calling the industry at a tipping point and contending that by 2015, one out of every four textbooks will be e-books.
  • Google rolled out some changes to its Google Docs enhancing its collaboration features. Google Docs has allowed comments for almost a year, something that makes the apps great for classroom – for teachers and for students giving feedback. This week, Google expanded those comments into “discussions,” making them editable, making them appear in threaded conversations, and letting collaborators use the @ symbol to refer to each other by name. Google Wave lives on!
  • A complaint was filed against Northwestern and New York University, charging that the schools’ use of Google Apps for Education violated the Americans with Disabilities Act. According to the National Federation of the Blind, Google’s educational suite is not fully accessible. Google has responded saying it has “a strong commitment to improving our products,” but the company did not offer any details.
  • Microsoft released an update to its video game development platform for kids, Kodu. Kodu is an icon-based development environment, requiring no programming skills but teaching some of the basics of computational thinking and used to build games for PC and Xbox. Microsoft also announced the Kodu Cup competition for students age 9 to 17.
  • A new education-focused startup incubator launched this week. ImagineK12 will provide a 3-month accelerator program, with funding and mentorship, for early stage ed-tech startups. Founded by startup veterans Geoff Ralston, Tim Brady andAlan Louie and modeled after the very successful Y Combinator program, ImagineK12 aims “to effect positive change in the K-12 education space.”

Defining the Differences in Screen Time

Flickr:A Magill

Context is as important as content. Time, place and purpose matter.

Pushing forward our discussion about the value of games and apps, David Kleeman wrote in response to the article: “Every screen has benefits and cautions, quality content and junk.” In this essay on the Huffington Post, Kleeman, who’s the president of the American Center for Children and Media elaborates further.

By David Kleeman

“A Screen is a Screen is a Meme”

Children’s television has been a playground for memes for as long as it’s existed (much longer than “meme” has been a word!). Most are light and from pop culture — from Davy Crockett coonskin caps to rumors of gay Teletubbies. Others grow from more dire murmurs about media’s effects on children — sit too close and you’ll ruin your vision, short segments decrease attention span, digital kids can’t write standard English.

Recently, I’ve noticed an emerging meme — “a screen is a screen is a screen.” This or similar phrases suggest that only total time matters in children’s relationship with media, not what’s being viewed or used by whom, nor how and why. As used, it’s a facile way to tar all media and absolve parents or activists from doing the hard work of addressing specific content or context.

For example, last month the American Academy of Pediatrics released its updated policy on children and media. Not surprisingly, the AAP’s new guidelines reiterate its “no screen time for under twos” position; dismayingly, they also treat enormous technology evolution almost coincidentally and entirely negatively (the “new technology” section addresses only sexting, porn and pro-anorexia websites). In a New York Times article on young children and mobile media, a member of the AAP’s Council on Communications suggests the current landscape was just too difficult to parse in its revisions, saying “at the moment, we seem to feel it’s the same as TV.” Continue reading

Screen Time For Kids: Is it Learning or a Brain Drain?

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When it comes to video games and apps, what’s a parent to do? On one hand, we’re bombarded with messages about the perils of letting kids play with computer games and gadgets. On the other, we’re seduced by games and apps marketed to us as “educational.”

It’s a tricky line to navigate. The spectrum of kids’ apps ranges from “baking” cupcakes to crushing war demons. Most of them have some educational aspect — at the very least kids learn what ingredients are used in cupcake baking, and the physics of launching Angry Birds at just the right angle to kill the piggies. That’s learning, isn’t it?

To clump them all into one category is to miss out on a huge treasure trove of learning opportunities.

Therein lie the vague boundaries. Not all games are educational, and not all are shallow forms of entertainment. Many are marketed as educational tools, but in fact, most have some elements of both. The trick is to figure out what we want kids to learn and to experience. To clump them all into one category is to miss out on a huge treasure trove of learning opportunities. Real learning apps have a set of criteria that qualifies them as educational, so rather than writing them all off as a waste of time, parents can figure out what their kids are exposed to.

“We don’t ever want to separate engagement from the purposes of learning,” said Daniel Edelson, Executive Director and Vice President of Education and Children’s Programs at the National Geographic Society at a cyberlearning conference last week. “When you’re engaged with activities that have learning goals, you can connect the dots between engagement and learning. If you use engagement in its broadest possible sense when people are paying attention because of bright lights and activity, then you don’t find that connection.”

Enter the parent. A young child is not necessarily going to figure out if she’s learning or having fun. And in the best cases, that line is blurred without the child even knowing it. She’s collecting information about bugs and plantlife with apps like Project NOAH. She’s creating original stories — complete with exposition and denouement and background music — with digital storytelling apps like Toontastic.

So should parents feel guilty allowing their kids to play games on mobile gadgets?

“Most parents don’t understand the need for their participation,” said Dr. Gwenn O’Keeffe, a pediatrician who says she specializes in children’s media use. “It’s a small population who gets it.”

Simply put: “No,” says Dr. Michael Levine of the Joan Ganz Cooney Center, which recently released a study called Learning: Is There an App For That. “Kids see their parents using mobile phones all the time. It’s only natural for them to want to use them too. And from the data in our study it looks like many parents are letting their children use them responsibly – with restrictions and in moderation. We recommend a balanced media diet that consists of content that is fun, educational, and doesn’t take up too much time in a given day.”

That said, Levine cautioned parents to stay vigilant about screen time. “We would be quite concerned if young children, especially preschoolers, began to dramatically increase their mobile screen time,” he said.

A screen is not just a screen, though. The one-way interaction between TV and the couch potato is far different than an absorbing Scrabble play-off with a friend on a mobile phone.

“Nobody’s saying, ‘Give your kid a Gameboy, so he can be quiet and go sit in the corner,” said Andy Russell, co-creator of Toontastic at a digital media and learning conference. “We’re giving them tools to actually help them create content. The new devices allow us to do new things that we haven’t ever been able to do. But the world of ‘edutainment’ has dug us into a hole where most people think games only create a solitary experience.”

In fact, many apps invite multiple players, social interaction with peers, and a call to go outdoors, either with specific instructions or with the child’s own imagination. When my daughter and her friend were deciding how to spend their Saturday afternoon last week, their indoor play turned into an outdoor movie that they scripted, and that I filmed and edited for them with my iPhone.

“Most parents don’t understand the need for their participation,” said Dr. Gwenn O’Keeffe, a pediatrician who says she specializes in children’s media use. “It’s a small population who gets it.”

Russell says game designers should also take responsibility in guiding parents on how to interact with the games and their kids. “The failure is not the technology, but how we communicate to parents,” he said.

BEYOND SCREENS

Regardless of how educational or engaging a screen can be, O’Keeffe says emotional connections are lost without face-to-face contact. “If they’re looking at a screen, they can’t see the emotional response,” said O’Keeffe, who believes screens should be kept out of the hands of kids under five years old. “It’s about empathy and they’re having trouble learning that. Do you really need to turn on the DVD in the car? Do kids really need the Gameboy in the grocery store? We all have to use the screen as babysitter sometimes. But to always use a screen that often is a problem.”

But gaming advocates argue that social connections are built into most games. That sharing tactics and strategies help cement the learning experience — and connect players to each other in ways that haven’t been done before.

As researchers dig deeper into the ramifications of games and apps on young minds, parents will have to navigate the gray areas between absentminded parenting and the smart use of technology.

Read more about how technology wires the learning brain and suprising truths about video games.