Marc
Prensky´s thoughts must be considered too. ‘Teachers of 21st century
are in charge of preparing children for an uncertained future’. It is impossible to know what is going to
happen in the future but we can have an idea if we think about how people live
in the 21st century. During the last fifteen years people have
became digital natives and they are
living a different type of life if we compare it to the adult’s childhood. Our
opinion about videogames usually has a bad connotation and this is because we
do not really like them, play with them and because the publicity the games
have received is usually not positive. Videogames have a challenge in terms of
use. The balance between use and abuse is the real fight, because it is thought
that the benefits are low. From my experience I am able to say that when I give
new technology assignments not only the majority of students do them, many do
them several times, as compared to when I assign homework they have to do in
the notebook, and there are pupils who will not complete the work.
Video
games have conflicts, challenges and opposition and provide us with
entertainment and pleasure. But the profit is in the rules that organise,
structure and demand discipline and in the short goals that encourage us. Other
benefit is that they teach us to take risks and to evaluate several situations.
They allow children to do things at their own pace and the videogame award has
to be reinforced by us. They permit us to learn from our actions through lots
of trials. Video games have awards which are to pass to the next level and they
even permit us to share experiences with others creating a cooperative
atmosphere that can be linked to social nets. And if they are able to play with
our emotions the experiences lived will be remembered. This is what from my
point of view, is the most important thing we have to copy from videogames. The
unreal world in which they are learning through playing that makes them feel
different and that attracts and motivates them. This engaging atmosphere has to
be copied in the classroom and teachers have to hide the goals of the exercises
in favour of this magic place.
The idea
of multiple attentions is getting bigger and this is something that makes our
pupils different from the previous generations. The case was studied with two
groups of kids. The first group was watching a movie, while the second group
was playing a video game in front of another screen where the same movie was
being played. The result was that both groups could tell us about the movie.
The 10 best tools: A video with tools to be used in the classroom (Spanish)
Digital Bloom's Taxonomy: Stages to acquire digital competence
No hay comentarios:
Publicar un comentario