Wednesday, September 26, 2007

Ideas and questions for synthesis assignment

Post topics for the synthesis paper here.

Monday, September 24, 2007

What makes a good synthesis? (Take II)

Reviewing the drafts on the student blogs, develop criteria for evaluating a good synthesis. Here are some possible templates for evaluative criteria:

"The purpose or aim of a good synthesis is ___________________."
"The writer's synthesis statement makes a __________ and __________ claim about the relationship among the sources."
"The writer develops the synthesis statement with ______________________."
"A good synthesis is organized according to _________________________."
"The writer's point of view in a good synthesis is _____________________, but not ______________."

These are just guidelines. Feel free to create your own criteria.

What makes a good synthesis?

Reviewing the drafts on the student blogs, develop criteria for evaluating a good synthesis. Here are some possible templates for evaluative criteria:

"The purpose or aim of a good synthesis is ___________________."
"The writer's synthesis statement makes a __________ and __________ claim about the relationship among the sources."
"The writer develops the synthesis statement with ______________________."
"A good synthesis is organized according to _________________________."
"The writer's point of view in a good synthesis is _____________________, but not ______________."

These are just guidelines. Feel free to create your own criteria.

Friday, September 21, 2007

106-03 Summary: "Video Games and the Future of Learning"

Video games are beginning to change the way we learn, and will continue to do so in the future. Kids learn important lessons by playing these games, lessons they may not otherwise learn until they become adults, such as politics, economics, etc. For example, the Simms presidential election integrates real-life social events; they also become part of a global community and are able to interact with people around the world.

The previous model of teaching was more so based on the regurgitation of facts on a later date. Schools are currently in a transformation from fact fetish to more interactive ways of thinking by using software integration. This new way is more beneficial because what you learn coincides with everyday activites as opposed to the general learning in schools. For example, in Full Spectrum Warrior, the goal is to succeed as a warrior. And as a warrior, you learn multiple beneficial traits to help in daily activites. There is no single concrete test to prove what knowledge you have acquired in life.

Epistemic games expose players to the real world and transform thinking to recognize solutions for complex problems. While playing epistemic games, players are introduced to different roles, such as doctors, vets, journalists, and historians, thus learning how the professionals handle their jobs. Also, players are put through a number of simulations which place them in a world where the common ideas are obsolete and the player is forced to think outside the box, therefore modifying their thoughts to come up with a new solution to fix the problem.

Epistemic games lend themselves to education by creating knowledge in a different way. They introduce a new way of learning that is not solely based on facts, but rather based of knowledge acquired through experience and interaction. The potential for innovation that videogames have is hindered by the negative perceptions teachers have of them.

The implications that have been made so far are all encouraging, but in the future we need to base video games on educational values. We need to understand how virtual worlds will develop people’s social skills and knowledge. People will always learn from video games, but it is up to us to decide what they learn.

106-02 Summary: "Video Games and the Future of Learning"

http://www.wcer.wisc.edu/publications/workingPapers/Working_Paper_No_2005_4.pdf

Will computers change the way we learn? The authors of "Video Games and the future of Learning" say that computers are already changing the way we learn. Video games help people relate to real life activities that cannot be duplicated in the classroom. In the case of the "Sims online," players are able to communicate socially while performing real life jobs in a virtual world.

Historically, knowledge has been defined as the memorization of a series of facts, however the authors argue that the epistemology (the way of thinking) of a study is more practical. To foster this kind of knowledge, the authors encourage playing video games that enable the user to get into the mind set of the game. For example, Full Spectrum Warrior is one of the epistemic games that immerse the player in activities and values of a modern soldier.

In addition, games based on an educational model can teach players new ways of learning. These games can allow players to take on different roles in society and learn about the fields of study through experience. This way of teaching can be understood through studies of how the epistemic approach to learning is developed by new members. Games such as Madison 2200 and Full Spectrum Warrior have helped players develop core skills and habits in social situations by giving them experience in a real-life context. These games illustrate the initiation of students into their society and the transformation of players’ identities into more powerful characters. They also teach students new ways to think and try new ideas.

The school system's teaching tactics are being left behind by the government, U.S. Army, and different institutions because they have already integrated games into their way of life. The author(s) argue(s) that incorporating video games will positively benefit students.

Wednesday, September 19, 2007

Draft Summary of Video Games and the Future of Learning (106-03)

Draft summary from afternoon section:
Video games are beginning to change the way we learn, and will continue to do so in the future. Kids learn important lessons by playing these games, lessons they may not otherwise learn until they become adults, such as politics, economics, etc. The Simms presidential election integrates real-life social events; they also become part of a global community and are able to interact with people around the world.

The previous model of teaching was more so based on the regurgitation of facts on a later date. Schools are currently in a transformation from fact fetish to more interactive ways of thinking by using software integration. This new way is more beneficial because what you learn coincides with everyday activites as opposed to the general learning in schools. For example, in Full Spectrum Warrior, the goal is to succeed as a warrior. And as a warrior, you learn multiple beneficial traits to help in daily activites. There is no single concrete test to prove what knowledge you have acquired in life.

Epistemic games expose players to the real world and transform thinking to recognize solutions for complex problems. While playing epistemic games, players are introduced to different roles, such as doctors, vets, journalists, and historians, thus learning how the professionals handle their jobs. Also, players are put through a number of simulations which place them in a world where the common ideas are obsolete and the player is forced to think outside the box, therefore modifying their thoughts to come up with a new solution to fix the problem.
Epistemic games lend themselves to education by creating knowledge in a different way. They introduce a new way of learning that is not solely based on facts, but rather based of knowledge acquired through experience and interaction. The potential for innovation that videogames have is hindered by the negative perceptions teachers have of them.

The implications that have been made so far are all encouraging, but in the future we need to base video games on educational values. We need to understand how virtual worlds will develop people’s social skills and knowledge. People will always learn from video games, but it is up to us to decide what they learn.

Draft summary

Will computers change the way we learn? The authors of "Video Games and the future of Learning" say that Computers are already changing the way we learn. Video games are beginning to help people relate to real life activities that cannot be duplicated in the classroom. (like being a spy)

Historically, knowledge has been defined as the memorization of a series of facts, however the authors argue that the epistemology (the way of thinking) of a study is more practical. To foster this kind of knowledge, the authors encourage playing video games that enable the user to get into the mind set of the game. For example, Full Spectrum Warrior is one of the epistemic games that immerse the player in activities and values of a modern soldier.

Furthermore, games based on an educational model can teach players new ways of learning. These games can allow players to take on different roles in society and learn about the fields of study through experience. Games such as Madison 2200 and Full Spectrum Warrior have helped players develop core skills and habits in social situations by giving them experience in a real-life context. These games illustrate the initiation of students into their society and the transformation of players’ identities into more powerful characters. These games have the potential to change a students societal identity, through changes in the school system.

This section is talking about how games being produce now are teaching students today new ways to think and makes them try new ideas. The school system is being left behind by the government and different institutions because they have already instituted games into learning their way of life.

According to Shaffer and his colleagues, the traditional way of schooling is becoming obsolete because of new technology. They argue that incorporating video games will benefit students in a way that will construct paticular social practices that will in turn develop different, more unique ways of thinking. This new practice is already being used by organizations such as the U. S. Army to introduce civilians to military ideology.

Jigsaw Analysis

Video Games and the Future of Learning

http://www.wcer.wisc.edu/publications/workingPapers/Working_Paper_No_2005_4.php

Post the summary of your group's section here.

Wednesday, September 12, 2007

The Art of Summary

"As a general rule, a good summary requires balancing what the original author is saying with the writer's own focus. . . . Ultimately, it means being respectful of others while simultaneously structuring how you summarize them in light of your own text's central claim" (Graff and Birkenstein 29).

"The Wonderful, Magical Nordic Trak"gives a creative spin to the balance between David Zinczenko's views and the writer's own perspective. Notice how the writer adapts the "they say/I say" structure to create a conversational exchange between the reader, the writer, and the author of "Don't Blame the Eater":

http://thewonderfulmagicalnordictrak.blogspot.com/