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Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Survey results on attitudes towards technology in education, including games.
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
·thejournal.com·
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Innovate: A Learning Theory for 21st-Century Students
Innovate: A Learning Theory for 21st-Century Students

The author calls this a new learning theory combining behaviorism & cognitivism. I see a new instructional design model that combines elements from a number of different sources, but I'm not sure I see a new learning theory. The model seems very complex; how long would you have to work with this before you internalized all the separate parts of the model?

Student results were better using this model. However, the control group was tested before doing a roleplaying game and the experimental groups did the game prior to testing. This could just show that roleplaying helps students understand characters in the Aeneid. Free registration required.

With its inclusion of <a href="javascript:open_win('extra.php?id=3158',650,750,0,0,0,0,0,1,1,0,5,'extra');">game elements</a>, which foster attention, memory, and motivation, SCCS provides a bridge between behaviorist and cognitivist learning theories.
SCCS learning theory focuses on the formation of <a href="javascript:open_win('extra.php?id=3011',650,775,0,0,0,0,0,1,1,0,5,'extra');">schemata</a> in the process of learning, particularly <a href="javascript:open_win('extra.php?id=3206',600,625,0,0,0,0,0,1,1,0,5,'extra');">social-connectedness</a> and <a href="javascript:open_win('extra.php?id=3207',600,375,0,0,0,0,0,1,1,0,5,'extra');">cognitive-connectedness</a> schemata.
Students engage their social-connectedness schema in a set of behaviors that I describe as “link, lurk, and lunge”: Students <em>link</em> up with others who have the knowledge they need; they <em>lurk</em>, watching others who know how do to what they want to do; and they<em> lunge</em>, jumping in to try new things often without seeking guidance beforehand (Brown 2000).
The cognitive-connectedness schema structures a student's ability and desire to know how what they are learning connects to a larger picture.
·innovateonline.info·
Innovate: A Learning Theory for 21st-Century Students