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Logan Petlak

~ Lifelong Learner.

Logan Petlak

Tag Archives: gaming

The digital life of a teacher-entertainer.

11 Tuesday Oct 2016

Posted by loganpetlak in ECI 833

≈ 11 Comments

Tags

education, educational technology, entertainer, gaming, pinky and the brain, sesame street, teacher, technology

In this ever-evolving  understanding of teaching and learning, educators are constantly on the run from “traditional schooling”, constantly bombarded with news mean to fight the factory education model they are still enclosed within. Teachers, forever exposed to new means of instruction, the new rights, the new wrongs, the new device, and in the case of Sesame Street: the new songs.

Sesame Street Songs (Then and now)

Songs?

In a classroom?

Not allowed.

Unless your students are part of a generation with higher cases of ADD needing various forms of engagement to aid in learning (In this writer’s opinion, higher cases of ADD are strictly due to larger and more accurate amounts of testing).

Oh!

Wait!

Our students are a part of this generation. They need interesting and engaging delivery of content to enhance learning. Not to say it hasn’t been present before, I just think the world is far more engaging than it ever was. Which is why we, as educa-entertain-tors have to compete with the shows we were raised on and then some. New types of entertainment change comes with our handheld devices and while individual perception of change varies, some welcome it, some resist it, the fact is media, television, and devices are always changing. Therefore, to stay competitive, we have to stay on top of our game. Sift through the resistance to BYOD, get your hands on some additional devices for those who don’t have them, and get on the same level as every other source of entertainment your student is exposed to. I don’t mean to discount evidence that indicates BYOD can be bad for learning , but much like shows of the past, learning can still be had from devices and programming, because we watched these shows.

pinky__the_brain_wallpaper

A personal favourite of mine from youth. “Pinky and the Brain” via Looney Tunes Wikia

Even if standard achievement scores went down, there is learning that occurs beyond the ways we measure it. Natalie’s take  on the work of Neil Postman reminded us that: “He indicates that Sesame Street is a series of short commercials meant to entertain that uses puppets, celebrities and catchy tunes.  This is true.”

But why isn’t entertainment considered learning?

Kids don’t always learn the way we want them to, but there still are provided with ways to learn through the apps, social media, and games they play. Apps allow our students to connect with each other, face to face. Apps are reinventing the depth of relationships we may have had before with increased exposure to socialization and different experiences and cultures. Many games are problem-based, objective-completing activities that provide descriptors and feedback on their work. Consistent with that of the classroom but not with the content we would prefer. But can it go wrong? We can observe the history of the learning channel and see the defamation of the “educational program” over the years, and Krista Gates mentions that the shows are not as educational as they once were. But they are just as entertaining, and when I enjoyed the learning that I was exposed to on television, I enjoyed learning.

Sounds like a connection.

 

Television, apps, and devices are fun.

Television, apps, and devices are entertaining.

Television, apps, and devices are engaging.

Engagement leads to learning.

Learning should be engaging.

Learning should be entertaining.

Learning is fun.

 

Thoughts? Disagree? Am I simply brainwashed by the collection of television I’ve been exposed to over the years? Is my naive optimism the product of every show I’ve ever seen where a cartoon character made a joke or managed to smile in a bad situation? I’d like to this so.

Logan Petlak

Games, technology and student learning and well-being

26 Thursday May 2016

Posted by loganpetlak in ECI 830, Uncategorized

≈ 1 Comment

Tags

causation, correlation, diablo II, gamification, gaming, health, ragnarok online, starcraft, technology

Self-proclaimed gamer and technology-user

I frequently play games through a variety of technological mediums. Physical skill, board, console, computer, mobile, you name it. I was raised in the gamer generation and have learned a lot from it to apply to the real world. Conversely I also spend a lot of time aware of how much activity I get per day and the food I consume. Combining these, I am a big believer in the gamification of learning and living. What I learned from play has translated to success in the workplace and health. I think that play engages students greatly and the modern means of that engagement dominantly occur through technology. Games connect us with others and challenge us to complete goals. But games, like sports, have a dark side to them… and it may be that only with proper education and leadership do we see responsible use of technology and games. And with these dark sides, come risks, and through the management of these risks students continue to learn and develop. Some of these risks may impact health, but with the right education, we can learn from it.

19870933155_3cf6f15607

Photo Credit: lolesports via Compfight cc

Concerns of tech on health

If a student or individual posts up on the Xbox or PC for a “gaming sesh (session)”, snacks will follow. Typically this is associated with the negative stigma of ‘unhealthy’ as “chips and pop” may be the choices selected at times. Some studies correlate gaming to obesity, however, to the right, we see two professional gamers who would not reflect “obesity” on the BMI. Even the frequency of snacking can be called into question on the health of students who game. There is a lot of confusion and different types of data on whether or not snacking negatively or positively affects our health. A common belief was that snacking with smaller meals throughout the day may be healthier, but these tests weren’t necessarily reputable. But, as always, it comes back to moderation and understanding balance. And when these discussions occur at home, through social media and technology (shown below) and at school, students can learn to find that balance with gaming, physical activity, and snacking… within reason.

Personal experience of health and gaming.

I would consider myself a strong believer in the lack of validity associated with personal opinion or “a study showed _______ may…” however I will speak to my personal experience about moderation and technology. Maintaining balance is an ongoing process, I’ve had days of too much screen time playing online games like Diablo II, Starcraft and Ragnarok Online and days of so much physical activity that I couldn’t walk the next day or was so concerned with eating properly I would not eat some food at family gatherings because it wasn’t “healthy enough”. Balance is pivotal. This extends even to the numerous ways that technology could be messing with your brain. Whether it be panicking without your phone and this example subsequently being misused as an excuse to call it a technology addiction. If you lost your car, cat, or kids you would panic too, does this correlate to addiction? The underlying problem is not technology, it is educating ourselves and students on this learning and growing process. Technology can be the vehicle in which problems occur, but correlation does not imply causation, and the potential effects cannot be instantly taken as fact, but carefully analyzed.

 

What do you think? Are games and technology making our kids unhealthy? Let me know!

-Logan Petlak

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