"Who dares to teach must never cease to learn." ~John Cotton Dana

Saturday, March 30, 2013

Rough Draft

Here is the link to my rough draft for my game.  It is definitely a work in progress.  I am still playing with the music and sound effects that I want.  I also still need to add the second level.

Monday, March 25, 2013

Double Journal Entry #9

Why should programming be part of school curriculum?

Computer programming skills open students up to more opportunities.  They are not just learning programming; there are strong connections to math, reading, science, and the arts.  Students are learning a skill that could awaken new career possibilities, like in the case of Arnold:  “This particular youth would now like to be a professional videogame designer, to attend college at M.I.T., and perhaps someday design a program like Scratch.”  Before Arnold was introduced to the Scratch program he probably never considered computer programming as a career option for him.  Now, this program has opened his eyes to a whole new world.  It has inspired him to go to college; which, because of his low economic status, he might not have thought he could do before.  Computer programming should be a part of the school curriculum because it gives students a better rounded education.  Technology is a big part of our daily lives and that is only going to increase in the future.  In order to adequately prepare our students for the work force we need to provide them with every opportunity.

What are the barriers to implementing programming in schools?

“In our current era of increased accountability, pedagogy is strictly monitored in today’s schools via national and state standards, while CTCs are usually left to their own devices to determine their respective learning approaches.”  I believe this quote highlights the biggest barrier in implementing programming into our schools; there is no flexibility in curriculum like you would find in a program such as the Computer Clubhouse.  Everything revolves around the standards; if it isn’t in the standard for the grade we are teaching, then we don’t teach it.  I have seen this in planning meetings I have been in.  No one wants to go above and beyond the standards because they are so concerned with getting all the standards in and teaching what is going to be assessed on the WESTEST.  I think this is really sad because it is limiting our students and they are missing out on learning valuable education, like computer programming.

How can barriers to implementing programming in schools be overcome?

I believe barriers can be overcome by getting the word out and educating people on the benefits of computer programming for our students.  The Computer Clubhouse has these three approaches: “Presenting workshops at training events for coordinators across the network, presenting workshops and showcase events for Clubhouse members across the network, and establishing a presence on the network’s intranet project website.”  We can break down barriers by showing schools what a positive result comes from including computer programming in the curriculum.  This can be done through workshops that teachers and administrators can attend so they can get all the information they need to successfully implement computer programming into their schools.  There also needs to be support for the program through mentoring.  Mentors are needed to guide and encourage the students as they learn the process of computer programming.

Additional Resource

 Here is a video of President Obama responding to a high school girl’s question about having computer programming as part of the high school curriculum.  He talks about the benefits and how it can engage and prepare our students for the future.

Source

AllWorldNews1.  (Feb. 2013).  President Obama on Computer Programming in High School in a Google Hangout.  Retrieved from http://www.youtube.com/watch?v=laFZo2heSsk

 

Saturday, March 23, 2013

Week 9

1.  What is the academic concept students will be involved in as they play the game?

The students in my class are really struggling with multiplication right now, so I have decided to make the focus of my game basic multiplication facts.

2.  What is the storyline?

A dragon is shooting fireballs down onto the local town, and the knight has come to save the people of the town by defeating the dragon.

3.  Who are the main characters?

A knight (the player) and a dragon

4.  What does the main character do to win the game?

The knight must answer basic multiplication facts in order to keep the dragon's fireballs from reaching the town and destroying it.

5.  What challenges will the main character face to move up a level?

As the knight moves up levels, the multiplication facts will get harder, and the fireballs will come faster.

Inspiration for my game.

Sunday, March 17, 2013

Double Journal Entry #8

“Brandy’s case illustrates that computation can be used as a way to tell stories or to create personally meaningful artwork in the case of the birthday card.  Computation is also a learned skill that becomes useful as youth, even those like Brandy who are unable to read, can use for creative production.”

I chose this quote because it demonstrates how there are many types of literacies that someone can have, and that there is more than one way that someone can tell their story.  Even though Brandy couldn’t read and write on the level that other kids her age could, she still found a way to communicate her thoughts and feelings.  With help, she was able to learn how to use the computer programs to express herself.   Technology gave her the opportunity to be creative in a way she couldn’t through writing.  I like the idea of using the computer as another resource for students to use their creativity and express their thoughts.  Not all students have the ability to communicate how they want to through their writing, and this is another way to differentiate instruction to fit how they learn best.  With some mentoring from the teacher or other students, they could learn how to use media arts in the classroom.

Additional Resource

I was researching ways to integrate technology into art lessons and came across this article, Using Technology in the Elementary Art Classroom.  I really liked the article because it gives teachers a variety of detailed examples of ways to integrate technology into an art lesson.  Some examples include students creating an online gallery, creating digital portfolios and artwork, and taking a virtual field trip of an art gallery.

Resource

Swanson, Becca.  (2010). Using Technology in the Elementary Art Classroom.  Retrieved from http://voices.yahoo.com/using-technology-elementary-art-classroom-6257142.html

Saturday, March 9, 2013

Double Journal Entry #7

“To effectively transfer learners’ motivation from playing to learning, teachers must repeatedly play a given game and design rigorous learning activities that correspond to the game.  Only through this investment can the learner unveil the layers of the game design and connect game-related elements to curriculum-related matters, especially when the function of most game designs is to entertain and engage players, not educate them.” 

I chose this quote because I believe it is the most important part of integrating games into the classroom.  The teacher must be able to create authentic, relevant learning experiences through the game.  What the student is learning from the game play must be curriculum and standard related; otherwise, it is just playing.  From my experience of seeing how technology is used in the classroom, most of the time it is just playing, or used as busy work.  The teacher lets the students play games, but isn’t involved at all.  There are no learning activities to go with the game, and no discussions about what the students are doing.  In order for the game play to be beneficial to students, the teacher must relate it to the real world.

Additional Resource

I chose the article “Why Games and Learning” because I thought it made a great point about the three key moments that happen during game play that have important implications for learning.  The first moment is when the player approaches the game and wants to give it a try.  This has an important implication for learning because it is the point where the learner is motivated and interested in a new concept.  The second moment is when the player wants to save the game and return to it at a later time.  This implication is important because it shows that the learner values the information and wants to expand on the experience.  The third moment is where the player masters the game and is able to teach others how to play.  The learning implication is that the student has now become the expert and can share that knowledge with others.

Resource

Institute of Play.  (2013).  Why Games and Learning.  Retrieved from http://www.instituteofplay.org/about/context/why-games-learning/

Pacman Game

Scratch Project

Saturday, March 2, 2013

Double Journal Entry #6

"When asked about activities they enjoyed in school, students listed working with computers their top activity--above working on projects in a group, working on a project independently, listening to the teacher explain things, and doing worksheets."

I chose this quote because I found it very surprising.  Just from personal experience, during student teaching and the long term sub job I'm in now, I would have expected the majority of students to rate working on a project in a group as their top activity.  Given the choice, my students would much rather work on a project with their peers.  They are always eager for group work and to do lab activities that are hands-on; students request to work in groups all the time.  They get a lot out of communicating with their peers to solve problems.  We also use technology for lessons and projects, but they seem less interested in that than in group work, which is why I found this quote surprising.

Additional Resource

Science is one of my favorite subjects to teach and I like the idea of being able to integrate more technology in my science lessons.  I am really interested in the Crystal Island game.  I found this website, which gives you a lot of helpful information about the game.  There is a tutorial for how to set the game up for your class, a virtual walk through of the game, and interviews with teachers and students who have used the game.  My favorite part of the website is that it gives you lesson plans for the game, with standards covered and assessment ideas. 

Resource

Tangient LLC.  (2013).  What is Crystal Island.  Retrieved from http://gamebasedlearninginstitute.wikispaces.com/What+is+CRYSTAL+ISLAND%3F

Friday, March 1, 2013

Catlib

I really enjoyed this project.  I love mad libs, so it was fun to make a virtual one of my own.  It also was a lot easier than I originally thought it was going to be.

Scratch Project