Category Archives: Access

Serving your Learner

My natural inclination is to design for the imagination. I’ve long believed that if you give students the best tools to create with, that they then can transfer that knowledge to other applications. By the end of my time at the k-8 school, where I taught the same students for 3 consecutive years, I had 3rd grade students creating Flash animations and writing action-scripting. To me this was a major accomplishment, indicative of incredible potential for these students to become producers of multimedia, interactive projects. Every year, however, the complaint was that the students weren’t learning how to format papers in Word. The parents saw computer class as a support to the other academic classes, not as a curriculum in its own right.

Now that I am working with students who have been traditionally under-served, I wonder about my own obligations to provide opportunities for academic success. Should this curriculum emphasize more immediate academic skills, formatting papers, learning powerpoint? Or should I emphasize their personal expression and storytelling through exposure to professional graphics, audio and video software applications.

I already know where I stand on this. I am still in touch with the majority of my inspirational art teachers. I learned more about how to present myself professionally from them than any of my drudgerous academic classes. I don’t know if I can inspire disaffected students with any software app, but I feel that it’s more likely in Alice, than it is with Excel.

Some People Don’t Have Computers

Originally posted in July 2009 on The Total Learner Experience

I am convinced that technology knowledge and fluency is integral to having the fullest range of options in the 21st century. I mean, who’s not?

My concern is how to facilitate the access that all of us techies take for granted. I don’t have any answers, but I do have plenty of questions:

  • Do I design instruction and programs so that my students express themselves and have fun and buy-in to this tech world? or
  • Do I design so that they can get entry level jobs as receptionists and admins?
  • Do I try to sell some Puritan work ethic model (high school, college, 40+ hours a week) that I really don’t believe in, to some people who aren’t likely to buy it?
  • What are the upper middle class kids who do have access to computers since birth doing with them? How will they leverage their innate computer fluency as they grow into adulthood and jobs? How do I facilitate my kids having those casual, but oh so very important, experiences?
  • How can I sell my path to impressionable youth as one to emulate when I owe more money in student loans than I make in a year, drive a used car and work ridiculously long hours?

Suggestions?

Games4Change Festival–Quick Thoughts

This post originally appeared in The Total Learner Experience in May 2010.

I’m attending the Game4Change Festival in NYC for the first time this year. I might do a bit more formal commenting in later posts, but these are a few of the thoughts that keep coming up:

1) STEM– everybody kept talking about STEM content (science, technology, engineering and math) but I always wonder if STEM content in games is accurate and/or complex enough. I don’t know what the answer is to the balance of engagement and science content, but the brief glances I took at some games were encouraging.

2) What is the role of facilitators and teachers for these games? I am not sure that higher level learning outcomes happen for the majority of learners/players without some guided instruction. I know that some choose to become engrossed in this worlds, but the vast majority do not. Also, who will be pushing kids to these worlds. It seems like you will need lots of engaged ambassadors helping get the word out and getting the kids initially turned onto these games.

3) “Everyone”– People kept saying that everyone plays games. There was a good bit of homogeneity to the crowd. Mostly young, male, and white, with a few Indians and women. This was a laptop-carrying crowd, and while access was mentioned during the education days, it wasn’t so much yesterday during the main session. While I spoke with some practitioners who seemed to get it, a lot of the comments I heard tended to assume technological prowess.

By far, the getting kids involved with social games– as both creators and players– was the best takeaway I had from this conference. It reaffirmed and rekindled my belief in the power of kids doing.