Thursday, September 29, 2016

21st Century Learner



The aim was to answer these questions:

1) Are you 21st century learner? Why? Please explain!

2) Have you met 21st century learner? Give some examples!

3) What are the main challenges or things to keep in mind when designing/developing a game for 21st century learner.

4) Who will be responsible for developing the content of games?

5) How will entertainment value be weighted against educational value?



based on:
1)https://www.youtube.com/watch?v=c0xa98cy-Rw
2)21st Century Skills for Students and Teachers (By Pacific Policy Research Center)
3)MindShift Guide to Digital Games and Learning(BY JORDAN SHAPIRO, ET AL. )
4)Klopfer, E., Osterweil, S., Groff, J., & Haas, J. (2009). Using the technology of today in the classroom today: The instructional power of digital games, social networking, simulations and how teachers can leverage them. The Education Arcade, 1, 20.
5)Learning for the 21st century


1) Am I a 21st century learner? Why?
It seems to me that "21st century learner" is shaped and defined with her contextual surroundings: a)21st century job needs, life and society expectation and b)21st century tools, possibilities and mentality.
The first part (the needs and expectations) is a clearly external force that shapes a 21st century learner. We sort of "have to" confirm to 21st century job requirements or it will be hard to find and keep a job and income. Similarly if dont follow the trends and expectations of the society we live in, we will have difficulty forming social relationships.

And although in my opinion each individual is inevitably defined by its context, the second part(tools, possibilities and mentality) has a softer effect. We can(and we do have) different reactions to our environment. Although tech enthusiasts are growing in number because of 21st century opportunities; not everyone likes technology even though she might need to learn and use it for work. In this sense we are more free to be(or not to be!) a real 21st century human and learner in our private lives. However we all are affected by tools available, trends and our surroundings.
In conclusion, I think we all in some extend need to be a 21st century learner in today's world, apart from our childhood education content.

So am I a 21st century learner?
-I have to be a 21st century learner to survive in today's world!


2) Have I met 21st century learner?

Most of the today's successful people seem to be a 21st century learners. They have the 21st century skills such as tech use, communication, creativity and problem solving, management and personal development. Active learning and learning relevant skills and relating it to real world(as oppose to learning a subject as it is) is also a characteristics of them. Also in addition to practical skills mentioned above a 21st century human needs to have awareness and good grasp of environmental, political and economic conditions of the world.

Have I met a 21st century learner?
-yes plenty, if we consider the fact that being a 21st century learner is not a 0/1(binary thing) and each individual might excel in some aspects while being weaker in others. For example I think many people overlook the global awareness and focus more on other skills.


3) What are the main challenges or things to keep in mind when designing/developing a game for 21st century learner.
Based on the "Learning for the 21st century"(5)and(4) it is important to keep student and learning materials related to the real world and real problems. (situated learning)

Also social aspect of learning(collaborative learning process) is very important and should be considered when designing an educational game, as in "Power of digital games"(4) reference puts nicely, Students today should "collaboratively constructing new knowledge with their peers".

On the technical side I think learning game designers should develop their game in the quality that is comparable with commercial games that a 21st century human is used to. A game that is educative but is not engaging enough, can not survive in 21st century.

Educational games in general, should also reflect a well accepted pedagogical theories and practices. If used in classrooms, they are better to mach or complement the teachers preferred approach.

Another big challenge is how to incorporate more complex content in a learning game.


4) Who will be responsible for developing the content of games?
Since cool graphics or complex gameplay is not necessary to have a good game. Teachers(and in some cases students themselves) can make their own games based on the desired learning outcome.

In a more general setting the content of the game should be thought trough by educators, parents and psychologists to ensure a good quality learning experience.


5) How will entertainment value be weighted against educational value?
Well, as mentioned in "digital games+learning"(3), the aim of a learning game is not to entertain but to teach. Therefore the learning part can not be sacrificed for entertainment. Fun factor is important to engage the learner, however it does not mean that game designer have to sacrifice content to achieve it. In fact the art of a good game design is to present the educational content in a challenging and engaging gameplay and narrative.

The entertaining elements in game(well also depends on designer's choice on the element) should be kept within reason, because based on cognitive theories of attention, there is a limit to an individual's ability to concentrate. The fun or entertaining elements should not distract the user from the main objective and learning content of the game.

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