Have you ever heard of taking a cooking class that didn't include a kitchen or learning how to swim in a classroom not a pool? It can be helpful to watch instructional videos on YouTube, but mastery of anything usually requires practice with the tools and within the context of whatever a person wants to master. Especially digital citizenship. But students are being taught this "subject" largely in … [Read more...] about Digital citizenship, the ‘lived curriculum’: Part 1
gaming
Why kids need more, not less, play
A lightbulb went on when I read "Learning for a World of Constant Change" by authors John Seely Brown and Douglas Thomas. I think I understand now why there's so much cognitive dissonance at the intersection of new media and learning, not to mention "online safety." It has a lot to do with how media has changed, and parents and educators are still trying to catch up. Media is no longer just … [Read more...] about Why kids need more, not less, play
Digital media’s power for all kinds of good: One student’s story
Rarely do we hear stories about how playing in digital environments in school – much less playing a popular videogame not originally designed for school – can be life-changing in a good way. So here's one (names in the story have been changed to protect everybody's privacy): For four years, starting in 2008, when he was in middle school, "Zach" participated in the WoWinSchool Club every day … [Read more...] about Digital media’s power for all kinds of good: One student’s story
Minecraft & the shared, creative safety of gaming, social media
Reporters and reviewers write about Minecraft as if it's just like any other videogame. Even this highly readable piece about its creator (Markus Persson, aka "Notch") and its parent company (Mojang) by Harry McCracken in Time magazine doesn't cover what makes it different from other games specifically for its kid (and parent) players. But he does bring out this extraordinary differentiating … [Read more...] about Minecraft & the shared, creative safety of gaming, social media
Point & counterpoint on young video gamers: 2 studies
What an interesting point and counterpoint about videogames have been turned up by two just-released studies, one from Northwestern University in the US and one by University of Victoria in Canada: On the one hand: "Parents assess video games more negatively than television, computers, and mobile devices. More parents rate video games as having a negative effect on children’s reading, math, … [Read more...] about Point & counterpoint on young video gamers: 2 studies