These are all programs that have been designed to better the educational experiences of children – more specifically with learning how to read. I have personal experience with all of these. The three years that I taught fourth grade at a Title I school were during the era of No Child Left Behind. During my first year of teaching, we used the DIBELS assessment – which assessed reading skills very well. However, it didn’t supply strategies for teaching students to do better. In my second year of teaching, we used the Voyager program, which focused on the five components of reading: phonemic awareness, letter-sound recognition, word reading, sight words, and vocabulary. (How many fourth-graders – nine and ten years old – do you know want to practice letter sounds?) My third – and final – year of teaching switched it up again: 30-minute reading intervention sessions with scripted lessons from the 95 Percent Group and Orton Gillingham.
How did anyone expect students to progress from grade to grade if the delivery of instruction (which was directed and mandatory) changed from year to year? There seemed to be no continuity between grades for the students. Why did no one think about the child while designing these programs? Or the fact that each child learns differently and will not respond to a scripted lesson the same as his or her neighbor?
I loved being in the elementary classroom. I loved witnessing those “light bulb moments.” I loved being able to encourage my students to learn through discovery (when allowed by administration). I hated being told to put my students in identical boxes. I hated being given a script for my lesson plans. I hated being told (basically) to teach “to the test.” I’ve since moved on to becoming a children’s librarian (although not officially – red tape and all that) and teaching at the community college level. My out-of-the-box thinking is now encouraged and applauded instead of stifled and denounced. My husband has his wife back, my kids have a smiling mom, and I have lost many pounds of stress.
All that being said, I’ve mentioned in a previous post that I am not, nor was I ever really, a “gamer.” I find no joy in sitting in front of a square with images bombarding my senses that I have a slow reaction time to deal with and little to no hand-eye coordination with the game controller. However, when I finished reading Gee’s article “Good Video Games and Good Learning,” I wanted to do a happy dance and fist bump someone; alas, with social distancing, the fist bump was not possible and with the mechanic fixing my car sitting behind the sales counter, the dancing wasn’t going to happen either.
If you are a teacher, you know that Gardner and Bloom play a significant role in education. Those highly academic words such as pedagogy, schema, scaffolding, and differentiated instruction (among others) infiltrate our daily lives. While I can hold a scholarly conversation with my neighboring academic, I prefer to speak plainly and in terms that my nonacademic neighbor on the other side can understand.
Gee’s article makes sense and is easy for noneducators to understand. It makes me wonder if his intended audience was parents and other noneducators – regardless that the article was published in an academic journal. It also makes me wonder if a colleague also read it before conducting a workshop I attended. The workshop title? Leveling Up with Badges. It was a 2-hour workshop on how to convert assignments to levels within the classroom (aka game) and grades to badges. While it was interesting to hear how it worked in the classes he taught (Intro to Psychology, Psychological Development, and Forensic Psychology), my traditionalist mind struggled with the changeover and extra work it would take for me to understand and create my own “game.”
I’m not sure how I would apply the principles of the game to myself in this one-class-at-a-time online learning environment that I find myself in. I do know that if I could go back to teaching elementary school in a (perfect) world where I’m not required to follow a script, I would certainly make every attempt to implement the learning principles that Gee discusses in my classroom.
I fully believe that if children are encouraged to learn through self-interest and discovery (problem solving, inquiry, critical thinking), more children would feel successful and proud of their accomplishments.
April 8, 2020 at 12:11 am
In some circumstances, actual gamification of a classroom can work and be fun. Badges can be pretty fun (if they look cool, have a way to be displayed that makes sense to the person, and represent a challenge that other “players” recognize and admire). But gamification can be work-intensive and, depending on the person working to implement it, clunky and besides the point. It can be, as the kids say, “cringey” if a boomer tries to gamify school to be a cool cutting-edge teacher. Boomer here doesn’t have as much to do with age as attitude and experience. It seems like taking a game that is popular with kids and finding a way to merge it with educational goals would be more effective, something that has been done with Minecraft.
What Gee talks about is so great and adpatable to any situation because it’s only using gaming as a vehicle for talking about cooperative teamwork and professional engagement. He just gave common business practices a metaphor that kids and parents can relate to while showing educators what they might be missing in their rush to check off boxes. Tabletop games and ARGs might even serve better as models, but today those would be far less ubiquitous.
August 25, 2023 at 6:14 am
Module 7 Educational Applications explores diverse teaching tools. From interactive simulations illuminating scientific concepts to language apps fostering fluency, this module empowers educators. It delves into innovative techniques, including virtual field trips and AI-driven assessments. Even unexpected facets like incorporating magic tricks for adults into lessons are covered, ensuring a captivating and effective learning experience.
September 29, 2023 at 4:36 am
The anticipation in the air was palpable, and the excitement was contagious. The stage was set for a mesmerizing performance by the renowned magician, Magical Katrina. As the digital curtains lifted, Katrina’s charismatic presence and astonishing tricks immediately captivated the audience. With each sleight of hand and illusion, she transported viewers into a world of wonder and enchantment. The virtual magic shows magical katrina was a testament to the power of technology to bring people together and create unforgettable moments of joy and amazement.
October 19, 2023 at 5:49 am
Educational applications have revolutionized the way people learn, providing interactive and engaging platforms for students of all ages to acquire knowledge and skills. In today’s digital age, these applications serve as virtual classrooms, offering a wide range of subjects from mathematics to art. Imagine a scenario where a student is using an educational app to learn about the art of balloon animals. As they explore the application, a balloon animal person near me demonstrates the techniques in real-time, creating an immersive and hands-on learning experience. Such innovative approaches not only make learning enjoyable but also highlight the endless possibilities that educational applications bring, enhancing the overall educational landscape for learners worldwide.