Monday, November 12, 2012

Double Journal Entry #12

1 What is the main argument the author is making in Chapter 5.
 
In Chapter 5, the author is arguing the comparison between ways of learning in school to learning to play a video game.

2. What constitutes a theory of learning?
 
Patterns ans principles constitute a theory of leaning.

3. Why did the author struggle to learn to play Warcraft III? What needs to proceed before good learning principles?
 
The author stated that when learning to play Warcraft III he failed to engage with it in a way that fully recruited ot solid design and learning principles. Motivation has to come before good learning principles.

4. How would have the authors struggle with learning to play Warcraft III been interpreted in school?
 
It would have been interpreted as a failure in the school setting.
 
5. What kind of learning experience might be better suited for at risk students?
 
Being in a world of their own through motivation.

6. Why does the school-based interpretation of "at risk" lead to bad learning?
 
THe schools interpretation of "at rosk"leads to bad learning becasue they are dumbing down the curriculum and not challenging the students.
 
 
7. What do schools need to do to function more like a good game?
 
Schools need to stress actiona dn identity instead of knowledge.
 
 
8. What is different about how good games and school assess learners?
 
Schools assess learnerds with tests and then depending on their grade decide what should happen. Games allow the learner to assess themselves and learn things about what they do and do not know.

9. What are the attributes of a  fish-tank tutorial that make it an effective learning tool? How is it different than school-based learning?
 
The fish-tank tutorial allows the learneer to assess themselves and understand what they do or do not need to work on and know a lot about themsleves as learners. This is different from school-based learning because the learner has no ideas of how they learn becasue they are assessed by teachers, who choose what they think is best for them.

10. What is a sand-box tutorial? Why is effective? How is it different that school-based learning?
 
In the sand-box tutorial students are more free to explore, try things, and make discoveries. It is effective casue students are able to discover what is best for them and use it. It is different from school-based learning because students don't have this freedom.

11. What is a genre? Why is it important for good learning?
 
Genre means what type of thing something is. It is important for good learning becasue learners need to understand what "type" of something they are learning.

12. According to the author, what to learning and play having in common?
 
Real learning is a form of pleasure and so a form of play. You are learning when having fun.
 
13. How are the skills test in good games different from skills tests in school?
 
Skills test in good games are developmental for the learner and not evaluative.
14. How does RoN support collaborative learning?
 
Players are aloud to work in groups call affinity groups.
 
15. Match at least one learning principle of good games (on page 74) with each the following learning theorists you have studied in 3352:

Dewey #17
Vygotsky #12
Piaget #5
Gardner # 14
Bandura #6
Skinner #15

1 comment:

  1. Excellent identification of the learning theories that Gee used to critique traditional schooling!

    ReplyDelete