Our group visited station 5, and due to some technical problems on the class wiki page, we could not edit the stuff in it. So we just stayed at the station to read some stuff. After that, Dr Tan introduced mindMeister to us. It is another tool for collaborative concept mapping. Each group was assigned one of the games we played throughout these few weeks to expand on. Our group was assigned the Mcvideogame. I should say that we were rather familiar with the game as a few of us went home and played the game, so we progressed quite fast. As for the tool itself, we had some problems initially, but after some trial and errors, we got it. It was rather user friendly as well. However in my own opinion, I feel that kids will prefer dabbleboard to mindmeister as it is more visual. But anyway, I have not really fully explore both tools, so I'm not really in the position to comment too much on this.
After all these group stuff, we were shown a video on James Paul Gee.
Educational Gaming:
- solving problems
- an assesment; to move on to harder stages
- game over implies the "inability" to solve problems
- fun way to solve problems compared to school work
- allows people to do and explore things that are too expensive in the real world, so that people can still learn from it
- kids want to produce, and not just to consume
- fan fiction sites allow kids to showcase their creativity, to be exposed to different genres of stories, and build up on grammar and vocabulary at the same time (people learn english from there)
- we don't learn a lot from something, we learn a lot more by learning with someone else. This can be done in class when digital or technological tools as incorporated in lessons. Teacher and students learn together.
these are only some of the points mentioned. I believe I'll be able to experience more of these in future..
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