Many people
believe digital literacy is simply being able to use a computer or some
software packages, however digital literacy is much more than that:
“Digital
literacy is the skills, knowledge and understanding that enables critical,
creative discerning and safe practices when engaging with digital technologies
in all areas of life” Futurelab (2010).
The diagram below helps us understand digital literacy more fully. It is a wide range of components that overlap
each other.
A few years
ago there was a lot of bad publicity in regard to GBL. One of the gentleman from Fife
said that if children were to play a violent game (e.g. grand theft auto), which
presents a violent context; only violent learning will take place. He then went on to say that if children were
to play a non violent game then positive learning can take place. However Prensky disagrees:
“For
whenever one plays a game, and whatever
game one plays, learning happens constantly, whether the players want it to,
and are aware of it, or not. And the
players are learning “about life,” which is one of the great positive
consequences of all game playing” Prensky (2002, p.1). I understand what the gentleman from Fife was saying, however I agree with Prensky as I
believe learning always takes place when using games technology. I no not believe violent games are the best
form of GBL nor should be encouraged as they do not represent good values or
the ‘real world’ in it’s true form.
Nevertheless, I believe learning does still take place. For example: hand eye coordination and
problem solving, (e.g. learning the rules of the game and the controls to play
the game). Yet I do believe that much
richer and fuller learning can take place through positive contexts in GBL.
Our main
focus when using ICT should always be to improve the digital literacy of our
children. GBL can motivate children and
provide many opportunities to develop literacy, numeracy and problem solving
skills. When using GBL it is very
important that we apply it in a context that can be used for a range of
learning across the curriculum. I
believe this meets the curriculum for excellence (CfE) principle breadth. (Examples further down).
“Research
is beginning to suggest that computer games can help to stimulate a successful
learning environment and provide motivational learning contexts that suit many
learners” Scottish Government (undated)”.
One of Fife ’s ICT education advisors introduced us to an open
sourced web game called Super Tux. I was
absolutely amazed! It is such a
fantastic resource for creating a context to develop digital literacy through
GBL. The game Super Tux is very similar
to Super Mario, but because it’s an open source web game there are no copyright
infringements attached to it. The main
advantage however is that you can edit the game (name of the game, background,
character, level design) meaning that you can make the context relevant to your
children’s age or class topic. This
meets the CfE principle relevance. For
example, if your class is doing a topic on castles then you could change the
game to make it a more visually relevant context, so the children can be more
inspired.
When using
Super Tux to develop digital literacy, you would first let the children explore
the game themselves. This would draw on
the CfE principle challenge and enjoyment.
Learning would take place as the children develop their hand eye
coordination, problem solving skills and communication skills. For example: they would perhaps need problem solving
and communication skills to work out the controls to play the game and they may
do this by talking to their friends.
Once the
children had thoroughly explored the game, you would then issue them with a
task. It is very important that the
children play the game before they do the task as the game is a key element in
helping the children visualise a context.
For example: if the children’s task was to write a story about a penguin
who went on a skiing holiday – many children may find this very difficult as
they may never have seen a skiing slope before, so you must give them that
experience through a visual context.
Also, by allowing the children to play the game first, they can then use
contextual clues from the game for writing the setting of their own story. A relevant visual context focuses the
children’s thinking, allowing a better piece of work to be produced by the
child.
I believe
there is huge scope across the curriculum in what you could do to develop
digital literacy through Super Tux, which fulfils the CfE principle
breadth. For example, you could allow
the children to play the game, ask them to write a review of the game, ask them
to create ideas for a new level, ask them to make a new level (which will
obviously need a lot of preparation and guidance) and ask them to write a set
of instructions explaining how to play the game Super Tux and their new level.
I have
grown up in a world of ICT and games technology, as have all of the children I
will go on to teach. I feel confident
and competent to engage in GBL with children and a lot more so now after
listening to Fife ’s inspiring ideas. I know that if I engage in GBL it will help
my teaching, thus having a great impact on the children I teach:
“For many
students, using technology is inherently motivating: it’s part of their
culture. Engagement is a necessary
component in learning” Green T., Brown A., Robinson L. (2008, p.13).
This again
meets the CfE principle relevance, as children today are being born into a
world of technology therefore learning through games technology would somewhat
seem natural to them. I look forward to
having the opportunity to implement GBL in the primary school as I know so much
learning and enjoyment can be gained from it.
References
Futurelab
(2010). Digital literacy across the curriculum.
Prensky, M
(2002). What Kids Learn That’s POSITIVE
From Playing Video Games. Marc
Prensky.
Available:http://www.marcprensky.com/writing/prensky%20%20what%20kids%20learn%20thats%20positive%20from%20playing%20video%20games.pdf [Last accessed: 15.2.12]
Scottish
Government (2008). Curriculum for
Excellence: Principles for curriculum design. Edinburgh : Scottish Government.
Available:http://www.ltscotland.org.uk/understandingthecurriculum/howisthecurriculumstructured/principles/index.asp [Last accessed: 15.2.12]
Scottish
Government (undated). About game based
learning. Edinburgh : Scottish Government.
Available:http://www.ltscotland.org.uk/usingglowandict/gamesbasedlearning/about/aboutgamebasedlearning.asp
[Last accessed: 15.2.12]
Green T.,
Brown A., Robinson L. (2008). Making the
most of the web in your classroom: A teachers guide to blogs, podcasts, wikis,
pages, and sites. London :
Corwin Press.
This is an excellent informative post that must have taken you a long time to write. Well done.
ReplyDelete