Book Groups

A Whole New World: Elizabeth, Brooke, Angelina, Diane

What Video Games Have To Teach Us About Learning And Literacy: John, Heather, Kelly

You Are Not A Gadget: Regina, Denise, Donna, Kevin, Yvette

What Would Google Do?: Laura, Angela, Staci

Thursday, April 22, 2010

VIDEO GAMES Chapter 7

Chapter 7 focuses on the social aspect of gaming. Players spend a lot of time in the game tyring to reach the next level. Most players today play with groups of people online. They form groups with whom they play the game. Some of the players spend more time interacting with their group members about a video game thatn they do communicating at school in small groups. In some video games, such as EverQuest, the players need each other to help them make it through each level. He shows how much information and knowledge can be gained through collaboration, communication, and networking with people in the classroom as well as connecting with others on the internet.

Again, we point to the fact that states MUST find a different way to assess student knowledge. They also need to consider that in today's very connected world, why should students memorize the formulas to calculate area, volume, and/or surface area when they could very easily find the formulas online in just a few seconds. We are stressing the importance of communication and collaboration among the students but yet we assess them in EXTREME isolation. The writer points out that learning is not only social but also distributed. In other words, more and more we let other people and even some technologies do some of our thinking for us. Again, why does the government think that students need to have all of the answers locked in their brains while they themselves will instantly turn to a computer or an intern to find the answer?? Do as I say, not as I do.

Kelly, Heather and John

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