Chapter 13: "'It' is susceptible to policing and 'moralizing' on the part of producers and other consumers alike, just as much as and in parallel manners to the literacies of physical spaces like schools--where the 'players' involved are also inclined to invoke notions of fairness, propriety, and 'getting it right.'"
I like how they connect the rating system used by eBay to how we take criticism from students about the grades that we assign. Fairness, propriety, and "getting it right" are always the go to topics. In the classroom it is hard not to make these mistakes because grade, although it shouldn't be, has a lot of opinion basis. Did the student cover enough of the question to warrant full credit? Is there enough detail in the answer? Were they right or just missing the part YOU wanted? All these factors come into play at school the same as they do in customer reviews. This is by course evaluations are so important and can help teacher find out if they are perceived as being bias or unfair. Opinions are always welcome from students and, even though they might come out a bit harsh, always take in what they are saying a reflect.
Chapter 14: "Today, however, a laptop computer, $30.00 game (e.g., The Neverwinter Nights Diamond Pack), video and audio editing software (often part of the software bundle that comes with a new computer), and some free or low cost video recording software (e.g., Fraps) comprise ample resources for creating polished animated movies."
In this chapter it goes on to mention the Red vs. Blue series by Rooster Teeth, which is on Netflix and is hilarious. This series is like a cartoon made by recording game play of Halo and doing some voice overs. This is not their only accomplishment, but is what they are most well known for. People can turn this type of thing into a full time, well paying, job. With advertisements and sponsors some teens are making more than I could even imagine. Streaming has become extremely popular with games like League of Legends, DOTA 2, Counterstrike GO, and Hearthstone. Streaming required only a computer, webcam/microphone, and access to the internet. How do we harness this power for education? Well making Machinima style videos can make for great learning tools. The students can create videos with their games that explain things like how traits are chosen during evolution with a game such as Spore. There are so many possibilities for this type of tool and it can come in handy later in life for their careers.


Game design is a great idea for a tool to use in the classroom, and one that I hope to learn more about this summer in the class I'm taking on that topic. I think there are lots of kids who don't like school, who aren't socially talented, or who don't have great skill at "school literacy," but they are highly literate with gaming and online tools. You're right, the trick is getting them to translate that literacy into something that's meaningful in the school setting.
ReplyDeleteI also appreciate that you see course evaluations as a way to learn and grow. I would hope that I could see things that way were I ever in those shoes. Right now, I'm not sure evaluations from middle school students would be completely helpful when it comes to content, but I'm sure they would have a lot to say about how I made them feel, and ultimately students won't remember the details of what I taught them, but how I made them feel. Sometimes I get it right, and sometimes I don't. Just like you said, it's hard not to make some mistakes.
I really like your ideas of using student created videos across curriculums. As you point out, justifying design choices with evidence is a skill that can be applied in many aspects of life, as everything we assert needs some kind of evidence to prop it up, whether it's in a job interview or just communicating in general.
ReplyDeleteI also think Julie brings up good points about relevance in relation to age groups and identity. I'm always surprised when kids seek me out later to tell me something I taught them in class that came in handy, but the best are the ones who seek me out to tell me I helped them find themselves. It's those kind of things that keep a teacher going through difficult times.
Sean, I really like the way you outline the factors to grading... if there is learning in failure (and I think there is) then when do students get some credit for that learning??? Or like you mention Not getting the answer YOU wanted versus possibly another way to view things dare I say a different answer... The ratings system as the way I understand it is filled with personal bias, as you would expect, which doesn't always translate into fairness... so goes the educational system grading policy. The points you mention that I really like are the ideas about creating original videos from existing content... this can take hours of time sifting through and searching for exactly what you need for the project... I can see this as a way to get students all the way through a classic novel without them realizing the amount of close reading they are doing, which leads to greater understanding and actual interactions with the text... this is a good idea!!!!
ReplyDeleteI like how you parallel game design and video productions and realize the value in it (as a Digital Imaging and Game Design teacher :).
ReplyDeleteI also want to comment on Julie's response. "I think there are lots of kids who don't like school, who aren't socially talented, or who don't have great skill at 'school literacy,' but they are highly literate with gaming and online tools."
I see what she is talking about all the time- especially with Game Design but often in Digital Imaging. Many of these students struggle socially and in their other classes but they shine in my class. They are also very social when they talk about video games and gaming culture- you cannot get them to shut up! But that is because they are so enthusiastic about every detail. In fact, my Game Design II class and I just hosted a Mario Kart tournament as a fundraiser and to have a fun event for high schoolers. It was the coolest thing ever! They had so much fun!! I was nervous because I basically knew I would be on my own after school with some kids I didn't know around my expensive technology, but they were focused on having a good time and were extremely respectful- and appreciative. The winner was a student who was not very 'socially talented' and did okay in school. But at the tournament, he was the champion. The king. The man. Everyone was hugging and high-fiving him. It was one of the best teacher experiences for me.
He later told me his mom posted pictures of him with his plaque with personalized certificate holder (our Mill and Cabinet program made him the sweetest, golden WiiU controller plaque ever!) on Facebook. I asked for a picture of the plaque because I forgot to take one and his mom emailed it to me and thanked me.
It was so touching to see these kids have their high school 'sporting event'.
I agree with you when you said "People can turn this type of thing into a full time, well paying, job". I have now completed 2 research projects with 2 different sets of classes where I found out this is becoming a prevalent career choice. In one of their projects, classes had to research a person, place, or thing of their choice. A lot of my students chose people that I had never even heard of. Now, I know I do not keep up with the same music and movies that my students do, but I usually have at least heard of the people. I found out they wanted to research "YouTube sensations", people that are famous because of their YouTube channels. Then, with a completely different group of students, they were choosing careers to research and 1 student wanted to do that for their career. This digital skill has opened up a whole new career cluster, or at least a whole new list of possible careers.
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