Sunday, April 12, 2015

Getting Back to the Real World, Ultimately


Often when reflecting on pedagogical practice that incorporates the use of technology  it seems like I am on the subway getting hustled in a game of Three Card Monty. There is so much going that it is difficult to follow what is really important. The cards move back and forth and the brain just can't quite make sense of what has happened. It is refreshing to know that there are educational researchers that are sorting through the tools being created to seek their impact on student learning. Ultimately it is about the impact on the student’s ability to build capacity for further learning.

Assessment of student capacity is difficult. “We cannot directly inspect what students know or do not know. Like Sherlock Holmes solving mysteries, assessment involves indirect reasoning from evidence – developing a model of cognition reflecting the knowledge a learner is to master, collecting observations of statements and behaviors match the expert model.”   (Clarke-Midura, Dede 2010) Indeed, educators can only make a general prediction about the skills that students will need for their futures. More than ever educators should focus on the development of student capacity and not measure content knowledge. On this, most educators agree.

I am interested in the “five designing principals for ‘designing a learning environment for a classroom’: integration, awareness, empowerment, flexibility, and minimalism” ( Cuedet, Bonnard, Dillenburg 2013) in terms of how they work together to provide an effective learning environment. It is not any one aspect of the design that is paramount but rather how they are synchronized into a real life learning experience. Augmented reality(AR) delivered via a tangible user interface(TUI) is only as effective if the learner experience is sensible. The AR experience cannot be isolated from the overall experience. “Take a large number of simple actions and add them up, and the overall result can be complex and confusing: the whole is greater than the sum of the parts.” (Norman, 2011, p64) The role of the educator must be to provide a learning experience that allows the student to focus on the core learning and not be distracted by the learning environment. They should not fall prey to the distraction card.

An effective learning environment is when the student is focused on the learning and is able to reflect on that learning. “Games make learning easier and faster, as they provide real-life feedback and help players succeed in the different game activities.”(Berns, Gonzalez, Camacho 2013) The role of purposeful designed instruction is to provide experiences that scaffold the difficulty and scope of the learning so that students can grow to gain greater capacity for understanding and interacting with the real world. We must be cautious to always keep this as the ultimate goal and not use the most entertaining tool because it is entertaining. The creation of fun and easy to use games in education is only a tool and should not be one of the distraction cards of the hustler.

The teacher must make sure that the student is growing in their capacity to understand how the game is being played,, difficult as that is. Science games and simulations may motivate informational learning in similar ways, if they allow the user to modify the game or situation, similar to modifying one’s robot.” (National Academy of Sciences) Experts are created when a deeper understanding of how a system functions is obtained. Giving students the ability to modify the game is like showing them how to execute three card monty. Once they are empowered with understanding the rules of interactions they have the capacity to think critically, create, communicate, and collaborate on new systems capable of representing models of the real world which are effective in accomplishing prediction and correlation with complex problems that need to be solved. These problems include disease, environmental management, and cognitive science. These are the realities, not augmented, that our students must understand and have the capacity to impact positively.


7 comments:

  1. I agree with you that an effective learning environment is when the student is focused on the learning and is able to reflect on that learning. We have read how developing these metacognitive skills, as well as being able to excel as a self-driven learner itself is an essential part of being successful in the 21st century learning environment. Also in addition to science games and simulations motivating informational learning, I think just the ability of these interfaces to make the invisible visible, makes it so much easier to engage with it and that would have an impact on motivation. My own science learning was impeded by my inability to visualize many things...which is why I get so excited when I try out various simulations and finally figure out what I thought I knew! :)

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  2. Thanks for your comment Betty. I agree that the best use of technology is when it gives us a way to represent our thinking. I suspect that how we do this will continue to evolve. The "orchestration" seems to be a very important aspect when using such tools. Interesting that some are starting to look at the design of these tools which takes into consideration the real world factors that effect successful implementation.

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  3. Raymond, I'm glad you brought up the importance of being able to modify the game. It made me think about the importance of vetting games beyond some of the more common initial questions. If games aren't developed well, they can be as limiting as any other information mode. Students may work through certain levels, but only as the programmer intended, or they may be able to experience a simulation or spin a 3D model, but again, only to the extent that the programmer allowed them. Virtual worlds seem more open-ended, but then I start questioning from the other end... shouldn't there be more limits? More structure? Anyway... you've got me thinking about that happy medium of structure. As with all teaching, so with gaming!

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  4. While I do not always leave a comment, I always read your blog and reflect on your insight. I was pleased to see that you included the quote “Games make learning easier and faster, as they provide real-life feedback and help players succeed in the different game activities.”(Berns, Gonzalez, Camacho 2013) . While I agree that games and simulations have there place the teacher still needs to be selective. For example, using digital frogs to learn how to dissect a frog and learn the internal organs is a good option, playing Minecraft provide a false sense of ability. I would not trust a Minecraft "survival expert" lead a group in the wilderness.

    You said it best "The teacher must make sure that the student is growing in their capacity to understand how the game is being played, difficult as that is."

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  5. "An effective learning environment is when the student is focused on the learning and is able to reflect on that learning."

    I think the idea of reflecting on one's learning is paramount and to Ted's point regarding Minecraft. While I think it's great in many ways and an excellent tool to use in class time for co-constructive "free-time" yet learning activities, I also think that if we're critical about that and other gaming a big question that remains is what is the real outcome?

    We don't live in Mixed Realities and while that fusion is great for learning in a number of aspects, when we think about the world (career, college or job) students will be entering, what does the utilizing of MR imply we see the future as? Or instead, how prepared are our students for tasks that don't involve any gaming, fun or constructive aspects?

    I'm absolutely for the use of MR and games in classrooms, I'm equally cautious that we must be clear on it's purpose and limits.

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  6. I love games, but I have never really consider them as potential teaching/learning tool. I know that I learn a lot about the game when I game, but I'm not sure that I ever transfer that knowledge to different domains. Perhaps there's an intentionality that run of the mill video games don't have, but educational simulations do. Maybe I'm not playing the right kinds of games!

    One of your comments resonated especially significantly for me: "educators should focus on the development of student capacity and not measure content knowledge". I know a lot of math teachers spend a lot of time worrying about getting all the content covered and stressing out about how much content they have to fit in or cut. This was as true for me in AP Calculus as it was in Algebra 1. However, once I changed my lens from content knowledge to student capacity (in my case, mathematical thinking) all of the content topics seemed to clump into manageable pieces. The point of view of the teacher is a vital component of whether students learn stuff or how to think. Thanks for pointing it out!

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  7. Selection of the "game" with a learning objective seems the starting point. Can we encourage and design for the reflection about the learning in order for the learning to be transferable? I agree with Ted that I would not count on a "survival expert" to save me in the wilderness, but the student that utilizes Minecraft to "build" an accurate historical recreation from ancient Rome is demonstrating a learning.

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