This week’s question is whether we agree or disagree with
Matera’s proposition in Chapter 3 of
Explore
Like a Pirate: Engage, Enrich and Elevate your Learners with Gamification and
Game-Inspired Course Design (2015).
Matera proposes that the ‘digital native’ students of today need a
different way to learn and be engaged, that we literally have ‘ move away from
the monolithic structures of education’ (paragraph 2, Chapter 3, Kindle
version) and ‘require(ing) us to look past the old ways and create more dynamic
learning environments and methods of teaching” (next paragraph, same edition).
In our response we are to cite literature and
research supporting our pro or con disagreement.
As I was unable to get good internet access
for side things like this class search while I was away for work.
I did read the suggested books and do a lot of
thinking.
Instead of a deep research of
the literature, I would propose several ‘case studies’: pastor’s college class,
science ‘wunderkin’,
5
th
grade, and Helen Keller .
But first my
response to Matera, I believe he is right that you need to engage and interest
in students in the topic and connect the topic somehow to that engagement or
interest.
I disagree with his take that
today’s students are so different from those of previous days, or even that the
engagement has to be different.
That
being said, I see no reason the engagement has to be the same, or even the same
for every teacher, kid or topic.
Without
all the hyperbole, I do think that gamification can be one more tool for
engagement, and possibly even the preferred tool for some topics (maybe
especially teaching digital skills like those suggested by Palfrey and Gasser (
Born Digital, 2008) as being needed by
every ‘digital native’ to live their digitized life with some privacy, sense of
identity and safety.)
Of course maybe
some of that is because Matera’s take on gamification emphasizes the competitive,
and in the process of trying to catch up I am mixing up weeks and lessons, but
having taken the quiz about what type of gamer I am I will note that I score so
low on the competitive, kill the other guy type that I might qualify as the
anti-killer, so maybe I am mostly reacting to Matera’s style of gamification.
So yielding the side bar and getting back to
the main topic, the case studies that support my take on all students
responding to teaching and learning better when engaged,
that is not unique to the current ‘digital
natives’.
Nor do the tools used previously
to engage students fail to engage the current crop of students.
Recently (Sunday, Oct 7, 2018) during the
sermon Paster Phil Campell (Northern Light United Church, Juneau) used a story
about his undergraduate school to illustrate a point that is not relevant to
this argument, but the story does show even college professors have long worked
on various ways to engage students in learning.
There was a required class, that many students considered a dry required
course.
The professors used various ways
to engage and enrich the learning environment of the students, by coming to
class dressed and acting as the historic characters being studied and then
re-enacting the big moments in philosophical discussions.
A STAT article about the 2018 Wunderkind of
Science (
https://www.statnews.com/wunderkinds/,
accessed October 11, 2018) explains that what captured Alan Williams attention
in his 7
th grade science class was a teacher who “helped students
memorize the multisyllabic names for biological organisms with songs”.
Further the article notes this was culturally
appropriate as it was New Orleans and the music was ‘in their blood’.
Williams notes that got his attention enough
that he paid attention to the rest of the class.
In fifth grade, my teacher caught the
attention of the ‘fast’ readers group by reading a story to us when we had
finished the regular assignment and hadn’t disturbed the rest of the class if
we got done early and were bored.
She picked
books specifically for our group and would sit with us and read out loud about
lands far away and full of adventure.
I
still read the genre and even had read all of that author’s books I could
find.
(Tolkien, The Hobbit, in case you
are wondering)
More importantly for this
essay, the ‘fast’ reading group would quietly read extra chapters or
do other extra credit class work, so we could
get the teachers time with us reading something extra.
And while I still read that genre, even more
I remember the teacher taking time with the ‘fast’ reader group even when most
of time had to go groups that were slower and needed more help.
Boy did she get my group’s attention and our commitment
to do more in the class.
Helen Keller,
who Matera later quotes in
Explore Like a
Pirate, is another example of how teachers have long worked in different
ways to engage students, Anne Sullivan her teacher initially found the way to engage
and lead Helen in exploring was through touch, but they soon moved on to books,
with both ladies attending Ratcliffe College.
Digital games and gamification are more tools in engagement, but I don’t
think they are radical changes from the past history of teaching and learning,
rather a new adaptation of some very old methods.
Watching youngsters I know engage (or not) in
learning, it seems the tool and method that catches their attention doesn’t
have to be new or digital, just fit to the topic and the kid.