Teaching for the 21st Century We offer technology integration workshops each summer in Boston, and we travel to schools around the country and abroad. Our 'T21' program provides cohorts of teachers the opportunity to develop their technology integration skills over a one year period.
The first thing to do is define what success means. If it means higher test scores, then we need one kind of measurement. If success means engaging more kids in STEM disciplines, we need a different metric. And if success instead means that kids are happier at school and want to spend more time there, we need yet a third measurement tool.
an ultimate goal, a set of rules, a timely feedback system, and voluntary participation constitutes the four fundamental shared traits of all games. Within such frameworks, gamers are able to experience “positive stress” (p. 32) throughout all types of hard work in the game. An important outcome of game playing, according to McGonigal, is the perception of fiero, which is an Italian word (meaning “pride”) standing for a powerful neurochemical high. It typically happens when someone triumphs over adversity. Likewise, a state of flow that accounts for the enjoyable stress from immersing in games marks the other type of cognitive reward of game playing. Such a psychological state demands specific prerequisite, that is, a combination of clear goals, proper levels of difficulty, and immediate feedback.
swift feedback mechanism maintains their enthusiasm in the virtual work and helps them monitor their progress. What’s more important, as McGonigal emphasized repeatedly, is that the achievement of success does not necessarily lead to satisfaction per se; rather, it is the hope of achieving the goal that is enjoyable.
McGonigal fails to clarify the prerequisite for obtaining rewards (at least for flow), which is the balance between the difficulty of the task and the skills of the user. If the task is too easy, the participants might encounter boredom. In contrast, if the tasks require more skill than the participants possess, they will experience anxiety
tells them just how to accomplish what they want to accomplish as quickly and efficiently as possible. If one app does not work, they look for another. And if they can’t find or invent one, they drop the topic or concern.
term “app-enabled” refers to a contrasting situation. In this case an app opens up new possibilities, engenders the exploration of unexpected moves and options, which could include terminating the app and proceeding in a novel direction.
little time or inclination to focus on an inner sense of meaning and purpose, on personal conflicts and struggles, on quiet reflection and personal planning.
dimensions of creativity, such as originality, experimentation and complexity, have diminished in the literary domain while they’ve increased in the visual domain.
prescribed uses of apps and/or technology—can you give an example of that?
We do not want to have a population—young or old—that plays video games all day, or that proceeds mindlessly from one app to another, or that goes berserk when there is a digital breakdown or an enforced removal from the digital world.
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