"Only a small fraction of students may count as true digital natives, in other words. The rest are no better or worse at using technology than the rest of the population."
social studies curriculum that will put a conservative stamp on history and economics textbooks, stressing the role of Christianity in American history and presenting Republican political philosophies in a more positive light.
Republicans on the board have passed more than 160 amendments to the 120-page curriculum standards affecting history, sociology and economics courses from elementary to high school.
They are rewriting history, not only of Texas but of the United States and the world.
Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
"Sports for the Mind" teacher Al Doyle says his class helps students learn "systems thinking," understanding the relationships of parts to wholes.
When the students design their own games, they must incorporate the components of a system: goals, rules, and stakes. Eventually, says Doyle, students will learn the more complex aspects of a system, such as choice and balance, and build those into their games
The premise of using video games to engage students in advanced thinking is drawing more advocates.
Last year, Iowa State University researcher Douglas Gentile published a survey of American 8-to-18 year-olds which found 12% of boys were video-game addicted, having at least six symptoms out of 11, similar to a scale for gambling addiction. Yet only 3% of girls were video game addicts.
Robert Weis and Brittany C Cerankosky of Denison University measured a group of boys' academic baseline achievement and surveyed their parents and teachers as well. They then gave half the boys video-game units. Boys receiving the video-game stations experienced an academic nosedive. The control group of boys without video games continued with solid schoolwork.
The article points to the fact that professors and teachers already invite special guests using the same technology, so why not have absent students still be present in the same way?
So, where should the line be drawn?
This game seems to be very similar to a popular farm game in China. The different types of motivation (such as coin rewards) remind me of the extrinsic and intrinsic motivations mentioned in today's class.