Posts published in February, 2016
Week 5 Discussion
by lgoochee on February 7, 2016 1:46 pm
I’m a little late on my week 5 post, but I wanted to respond to the portion of the Granic article where growth mindset is referenced. I pasted the portion below my comment. I wondered about these different domains of cognitive, motivational, emotional, and social development that they were observing regarding playing video games. It seemed like some… Read more Week 5 Discussion
Week 6: Adults' role in guiding storytelling
by mjiang2 on February 5, 2016 11:10 pm
Both articles mentioned the importance of peers in storytelling, both as co-creators and as audience. I was wondering what’s the role of adults, including parents and teachers, in guiding and teaching storytelling. It seems to me that storytelling happens so naturally that kids don’t need much guidance – but how might we design interventions can… Read more Week 6: Adults' role in guiding storytelling
Week 5 Response
by mwill5 on February 4, 2016 11:36 am
I really enjoyed the Granic article, and am particularly interested in the research they cited in the section on the emotional benefits of gaming. I’m compelled by the potential implications for students who feel marginalized in the classroom (or society as a whole). In reading the citation on Russoniello et al., I wonder if gaming might be… Read more Week 5 Response
Week 5
by sandhini on February 4, 2016 11:13 am
The reading that was most surprising to me this week was the one by Isabella Granic. I have always viewed playing video games to be an unproductive activity. It was interesting to see video-games can actually develop important skills of cognitive, social, emotional and motivation. The fMri studies that they cited such as the one… Read more Week 5
DQC Week 5
by thuygon on February 4, 2016 7:57 am
I thought it was incredibly interesting that the University of Washington essentially crowd-sourced video gamers to manipulate and develop the genetic make-up of proteins to eventually find a solution to a monkey virus related to AIDS. This is clearly a lot of potential applications in other areas of medical research (which is currently being used… Read more DQC Week 5
Group Project
by marcc on February 4, 2016 2:39 am
Marc Campasano No group yet Interested in math mostly, but willing to explore other traditional content areas. Interested in K-8. I’m a good writer, creative thinker, am decent at mocking up simple interfaces, and have a somewhat developed idea for my LDT project ready to go.
Week 5 response
by marcc on February 4, 2016 2:37 am
I am curious about the “culture of simulation” that Squire mentions on the first page of his paper. I have read plenty of arguments that the introduction of computers has fundamentally changed our culture, but I have never encountered a critique from this approach. I wonder: What are the other significant simulations we encounter each… Read more Week 5 response
Final Group Project
by thungo on February 4, 2016 1:46 am
Group: Aditi Poduval, Harry Gamble, Thu Ngo Interest: A way for parents to find/know the most up to date educational apps and a way for them to monitor their children’s app usage
Reading Week 5
by thungo on February 4, 2016 1:44 am
Response: The Williams et. al. reading really got me thinking about the video games I played when I was little. It notes how characters in video games are predominantly male and white. I personally never saw representation as a problem until I got to Stanford. A lot of the problems, I’ve learned, affect children.… Read more Reading Week 5
Week 5: Squire Reading Response
by apoduval on February 3, 2016 11:56 pm
Squire’s 2006 publication argues that educators need to adapt to the greatly evolving world of gaming– a medium that holds a strong influence over adolescent children. I was particularly interested in the discussion on the social component of gaming, children “participating in a social world.” One manifestation of gaming as a means of social media is the… Read more Week 5: Squire Reading Response