
Sunday, March 31, 2013
Rough Rough Rough Draft
Here's my extremely rough draft. I still have to add the part where they actually shop for the car :)

Journal Entry #9?
Why should programming be part of
school curriculum?
According to Kafai, Peppler and Chiu, "youth require technological fluency of how to construct new media in order to become critical consumers and producers." The authors point out that urban youths are often in the forefront of media adaptations; however, they are on the sidelines in the terms of technology. In order for students to reach their full potential, they should have a strong understanding of what goes into producting the media as well as the more creative aspect. Within programming, students' abilities stretch beyong the arts into reading, science and math.
What are the barriers to implementing
programming in schools?
One of the biggest barriers to implementing programming in schools is convincing people it is important. "In our current era of increased accountability, pedagogy is strictly monitored in today's schools via national and state standards, which CTCs are usually left to their own devices to determine their respective learning approaches." Currently, curriculum revolves around "teaching to the test." There is little or no time to implement programs such as Computer Clubhouse. Technology and media have a huge impact on society. How can teachers ignore that impact and lessen its value? To incorporate programming would require teachers with training in that area, very few currently have the qualifications or desire to get them.
How can barriers to implementing
programming in schools be overcome?
Only through education and example, can the barriers to implementing programming in schools be overcome. We live in a world where everyone is looking for results. In order to show the importance of implementing programming, we must show the results students in programs such as Computer Clubhouse have achieved. Adults must be involved with the process. Simply providing access is not enough. "Realizing that simply providing access to programming software would be insufficient, we created opportunities for Clubhouse members to interact with adult mentors who were learning to program as well. By introducing Undergraduate mentors and hosting Scratch workshops and showcasing events, we sought to establish new norms around programming.
I found this video entitled "Sims Says Coding as Important as Reading, Writing".
Storyboard
I am still trying to hash this all out. Right now, I have a rough story board and an even rougher game started. I have found a game that calculates monthly payments, so I know Scratch can do it. This is my Spring Break from work. I hope to get lots done of my game. However, the fan on my computer is dying and I have to ship it off to be fixed. Aaargh! They tell me they have a 3 to 5 day turn around. Let's hope.
Here's my storyboard. I think level one will be helping the character determine her monthly car budget and level two will be finding a car in that range.
Here's my storyboard. I think level one will be helping the character determine her monthly car budget and level two will be finding a car in that range.
Sunday, March 24, 2013
Double Entry Journal #8
Quote:
“Brandy’s case illustrates that computation can be used as a way to tell stories or to create personally meaningful artwork in the case of the birthday card. Computation is also a learned skill that becomes useful as youth, even those like Brandy who are unable to read, can use for creative production.”
Reflection:
This quote stuck out to me because it illustrates how literacy encompasses more than reading and writing. Creativity allows students who are weak in core subjects the ability to express themselves. Technology gives these students this creative outlet. I hadn't thought of the computation side in relation to "artwork".
I found a quote by Steve Jobs that I thought was interesting.
“Brandy’s case illustrates that computation can be used as a way to tell stories or to create personally meaningful artwork in the case of the birthday card. Computation is also a learned skill that becomes useful as youth, even those like Brandy who are unable to read, can use for creative production.”
Reflection:
This quote stuck out to me because it illustrates how literacy encompasses more than reading and writing. Creativity allows students who are weak in core subjects the ability to express themselves. Technology gives these students this creative outlet. I hadn't thought of the computation side in relation to "artwork".
I found a quote by Steve Jobs that I thought was interesting.
“In my perspective … science and computer science is a liberal art, it’s something
everyone should know how to use, at least, and harness in their life.
It’s not something that should be relegated to 5 percent of the population over in the corner.
It’s something that everybody should be exposed to and everyone should
have mastery of to some extent, and that’s how we viewed
computation and these computation devices.”
Then I found this video on computational creativity:
Game Ideas
Here is a grocery budget game:

Sunday, March 10, 2013
Double Journal Entry #7
Quote:
"To effectively transfer learners’ motivation from playing to learning, teachers must repeatedly play a given game and design rigorous learning activities that correspond to the game. Only through this investment can the learner unveil the layers of the game design and connect game-related elements to curriculum-related matters, especially when the function of most game designs is to entertain and engage players, not to educate them."
Reflection:
This quote stuck with me because I think that it is important that educators realize that there is more to using a gaming literacies in a classroom than simply sitting a student in front of a game. While the game may provide the initial motivation, teachers need to design learning activities around the game to enhance student learning. Teachers need to provide students with the opportunity to reflect on their gaming experience and collaborate with peers. Recently, I have been playing several word games with my daughter. I am trying to "sneak" learning into her. The fact that we're using her iPad to play a game motivates her, but if I don't follow that motivation up with discussion about spelling rules or why one answer is correct and another isn't, she can miss the whole point of the experience.
I came across this video while I was searching for information about learning design. While it doesn't really have anything to do with game design, I really liked the message and thought I'd share it anyway.
Then I found "What does Game-based learning Offer Higher Education?" Still not really related...but I was on a roll :)
"To effectively transfer learners’ motivation from playing to learning, teachers must repeatedly play a given game and design rigorous learning activities that correspond to the game. Only through this investment can the learner unveil the layers of the game design and connect game-related elements to curriculum-related matters, especially when the function of most game designs is to entertain and engage players, not to educate them."
Reflection:
This quote stuck with me because I think that it is important that educators realize that there is more to using a gaming literacies in a classroom than simply sitting a student in front of a game. While the game may provide the initial motivation, teachers need to design learning activities around the game to enhance student learning. Teachers need to provide students with the opportunity to reflect on their gaming experience and collaborate with peers. Recently, I have been playing several word games with my daughter. I am trying to "sneak" learning into her. The fact that we're using her iPad to play a game motivates her, but if I don't follow that motivation up with discussion about spelling rules or why one answer is correct and another isn't, she can miss the whole point of the experience.
I came across this video while I was searching for information about learning design. While it doesn't really have anything to do with game design, I really liked the message and thought I'd share it anyway.
Then I found "What does Game-based learning Offer Higher Education?" Still not really related...but I was on a roll :)
Sunday, March 3, 2013
Double Entry Journal #6
Quote:
"As educators continue the quest to ensure that all students have the opportunity to participate fully in society, multiple paths for learning must be explored. Although in its infancy, game-based technologies hold promise in forging new models of learning and teaching for the formal schooling process. Central to this challenge in the 21st century is finding cross-sector partners who are willing to take up the research and development mantel in order to shed more light on the educational benefits of games. "
Reflection:
As I was reading the article, I was struck by the section where it talked about Webkinz and Club Penguin. My 8 year old daughter has been using both of these programs for a couple years. Her interaction with the programs was more about moving through the worlds and decorating rooms, than dealing with the social aspect, until recently. However, it shows that children are being exposed to technology at a younger age all the time. In order to take advantage of digital literacies, educators are going to have to be committed to staying abreast of all the latest trends in technology. I imagine what I learn today will be "old-school" by the time my daughter reaches high school. A commitment to digital literacies will require a commitment to lifetime learning on the educator's part also.
With that in mind, I googled "new technologies in education" and found this article on new technologies set to "change education" - what I found is that we're on the cusp!
"As educators continue the quest to ensure that all students have the opportunity to participate fully in society, multiple paths for learning must be explored. Although in its infancy, game-based technologies hold promise in forging new models of learning and teaching for the formal schooling process. Central to this challenge in the 21st century is finding cross-sector partners who are willing to take up the research and development mantel in order to shed more light on the educational benefits of games. "
Reflection:
As I was reading the article, I was struck by the section where it talked about Webkinz and Club Penguin. My 8 year old daughter has been using both of these programs for a couple years. Her interaction with the programs was more about moving through the worlds and decorating rooms, than dealing with the social aspect, until recently. However, it shows that children are being exposed to technology at a younger age all the time. In order to take advantage of digital literacies, educators are going to have to be committed to staying abreast of all the latest trends in technology. I imagine what I learn today will be "old-school" by the time my daughter reaches high school. A commitment to digital literacies will require a commitment to lifetime learning on the educator's part also.
With that in mind, I googled "new technologies in education" and found this article on new technologies set to "change education" - what I found is that we're on the cusp!
Subscribe to:
Posts (Atom)