Wednesday, June 6, 2012

Philosophy of Technology in Education


             A little over a year ago now, I was introduced to game designer Jane McGonigal and her book, Reality is Broken.  The basic premise of her book is this: games are good for us and games can change the world.  As an avid video gamer myself, the idea intrigued me.  I was definitely on board with the value of video games, having spent numerous hours defending my beloved hobby to many who would call it "a waste of time." I've always thought that games had value for human beings, educational value being one possibility.  Yet, here some someone else who thought the same thing and had actually researched it!

             But, let me back up here for a moment to what spurred me onto this idea.  One of my favorite online video series is called Extra Credits, a show that attempts to think critically about a whole host of topics related to video games. In one such video, the creators of the show discuss the idea of gamification (which is essentially the psychology behind what motivates us to play games and then how to those ideas to other areas of our lives).  Currently, gamification is pretty big in the business world.  Ever sign up for a rewards program at your grocery store of choice?  Or played the McDonalds monopoly game? Those programs are examples of gamification.  You may not realize it, but these programs utilize the motivational factors of why we play games to get you to shop at their store.  Yet, it seems to me principles of gamification could be put to better use in our education system (which Extra Credits also did a video about). 

             Although the ideas haven't been extensively researched in the education realm, there is quite a bit of basis for the ideas.  One among them is the book I mentioned earlier by Jane McGonigal.  Another proponent of games improving our lives (specifically in the education realm) is James Paul Gee.  Gee has proposed in numerous publications that good video games and good video game environments are "learning engines."  Put simply, he explains that games are good for learning.  Why? Because, as Gee says in this video, video games are "a set of problems that you must solve in order to win."  In solving those problems, games provide authentic environments in which to teach and assess specific skills. 

             Let's say you're on board with this idea (as I am) and want to attempt to create better environments for learning, problem solving, and assessment.  I do think part of the way to do this is to take advantage of the wealth of technological options available in today's world.  One of those ways is to actually use video games themselves, but I'm not necessarily talking about "educational games."  Educational games can often fall into the trap of a"flashy flashcard" or "worksheet with better graphics"  kind of game.  Games like Math Blaster, while fun and engaging in their own way, are really only a kind of more exciting drill practice you could just as well use flashcards for.  Instead, I turn my attention to what are considered to be more mainstream games.  Games such as Minecraft, Little Big Planet, and Portal provide structured game experiences and game environments teachers can use to teach specific concepts.   Both Little Big Planet and Portal have tools you can use to create your own environments for students to solve problems tailored to the skills you want them to learn or demonstrate.  Minecraft itself is an open world game you can use to create just about anything you can think of, but there is also a special modification created by teachers specifically for use in the classroom.

             But I'm not just talking about games; I think technology in general can be used to augment the traditional classroom experience.  Take that book I mentioned earlier.  You have the option of ordering from Amazon or going to Barns and Noble, picking up a copy, and reading it yourself.  Or you could get it right away on an e-reader.  Or, you could go to the website made for the book which has links to various videos of McGonigal speaking, links to reviews in various publications, and more.  You can go to McGonigal's Ted Talk video in which she talks about her ideas.  After watching the video you can read and reply to comments, engaging in the discussion.  Although the video was posted over two years ago, comments are still being posted.  Discussion is still happening.  A common criticism of books is that they can't talk back to you.  But with the internet, you can engage and expand upon experiences that go beyond just reading the book.

             Do I think we should do away with books entirely?  Should all assessment take place in virtual worlds? Should I attempt to incorporate as much technology as is physically possible in my future classroom?  The answer to all of those questions is a resounding and confident "no."  As much as I am a fan of technology and video gaming in classrooms, I am not a fan of technology for the sake of simply having technology.  Just like you should with any curriculum, book, project, or classroom activity, you have to carefully consider and think critically about what that activity actually does for learning. Technology should be used to help, not hinder, learning.  If technology is getting in the way of a student's ability to express what is actually being assessed, then it's a bad assessment tool.  If I'm using a video game, but the student is having difficulties controlling their avatar in the game world, they're not going to be able to use the game to learn.  Maybe for that student an iPad version of Minecraft might be more effective because the large touch screen is easier for them to use than a keyboard and mouse.  Things like this, and other numerous problems, are ones that have to be considered carefully.

             What technology does is give us the ability to augment the current state of the classroom.  It gives teachers the ability to give students choices.  Maybe instead of writing an essay in response to a book, students could make a video blog while pretending to be the main character or make a video where they talk about important points of the novel because they feel their speaking ability is better than their writing abilities.  Or maybe a student does feel that their ideas are best expressed in an essay.  Technology allows us to make learning more engaging and more authentic for students.  All of the ideas I've presented are ones I want, and plan, to use in my future classroom.  Yet, it doesn't stop here.  The ideas I already have continue on, and with the way technology develops I'm sure I'll come up with a list just as long before I graduate.  And really, there's no telling what kinds of technology will crop up over the course of my career as an educator.

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