Category: Week 5

Week 5 Discussion

by 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

DQC Week 5

by 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

Week 5 response

by 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

Week 5: Squire Reading Response

by 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

Week 5

by on February 3, 2016 11:56 pm
In The Benefits of Playing Video Games by Granic et al., I found the information about cognitive benefits intriguing and especially in the context of gender. Going back to our readings and classroom conversations last week about gendered toys and girls being more open and creative with toys that they viewed as being feminine, this reading left… Read more Week 5

Week 5 Discussion

by on February 3, 2016 9:59 pm
When playing video games, there appear to be two major pillars that foster cognitive engagement: representation and interactivity. In The virtual census, Williams et al mentioned that the “absence of portrayals should lead to a feeling of relative unimportance and powerlessness” (820). This comment was powerful. When discussing the sources of stereotype threat for minorities,… Read more Week 5 Discussion

Week 5 - Video Games as Designed Experiences

by on February 3, 2016 6:34 pm
Reading this article made me think back to one of the most influential games in my life, which just happened to be the game I made my first post on: Sim City. The game is even mentioned in this article, and I played a lot of simulation games. I remember their early days, when they… Read more Week 5 - Video Games as Designed Experiences

Week 5 Discussion - Juan G

by on February 3, 2016 6:04 pm
I do not have a group project and I would love to be part of one. I am willing to work in any area as I am looking to expand my knowledge in different areas. My previous educational experiences involved working with ESL middle and high school students on developing social emotional skills.   As… Read more Week 5 Discussion - Juan G

Week 5 Post: Lack of transfer in learning?

by on February 3, 2016 1:39 am
I was drawn by the title “The Benefits of Playing Video Games” since I personally think that video games have more harm than good. After reading the paper, I learned a lot about different benefits video games can bring, but it seems to me that those benefits have an effect only within the scope of the… Read more Week 5 Post: Lack of transfer in learning?

Final Project Idea

by on February 2, 2016 3:50 pm
Looking at media literacy/digital literacy for pre-teen/teenage girls. Group: Corinne, Jessie, Shelley