My QQCE for Chapters 7,8,9:
Quote : "The three dimensions of learning--knowing, making, and playing--are already beginning to emerge within the fabric of the digital world itself: Just look at what kids do today on social network and social media sites" (Thomas & Seely Brown, Location 1398).
For me, this quote summed up best the information I learned in the last three chapters because it includes the main important components of the process of learning and supports that statement with evidence of how kids presently engage in learning which yields the best results because it comes naturally to them to immerse themselves in that type of environment.
Question: A question I have is why have schools not included the play component traditionally if this is not a new discovery? According to Wikipedia, in 1938 a Dutch historian and cultural theorist named Johan Huizinga, wrote a book titled Homo Ludens ("Man the Player") in which he "discusses the importance of the play element of culture and society" (en.wikipedia.org/wiki/Homo_Ludens_(book)). So it is not that we are barely now discovering that play is an important component of learning. That has been known for a long time, but maybe it is now acceptable? But why? Why wasn't it acceptable before? Why did school have to be so serious?
Connection: As I read through these last three chapters, I kept thinking about the gamefication in which we engaged toward the end of EDL621. That element of play was definitely engaging and even fostered a competitive and addicting environment, almost to the point of obsession! Ha! If I can engage my students to learn, including that very important element of play, to the point that they have a healthy competition going on amongst them, that encourages them to want to perform better each time, then I will feel I have done my job of providing them with an engaging learning environment.
Epiphany: An epiphany I had while reading these chapters had to do with our 20% projects and how important they are in our learning as we learn how to learn through the use of 21st century skills. It is important that we go through this process so that we understand how to guide our students to learn, while experimenting, playing and forming and asking guiding questions. Turns out that creativity, imagination and play are more important than knowing answers and facts. Anyone can Google answers, but how will you use that information? How will you apply it? How will you use your creativity, through play, to come up with your own idea using the information at your fingertips? This 20% Project is teaching us how to learn from others through different forums while engaged in something we are passionate about. Once we learn how to learn and collaborate using the digital tools available to us, we can teach our students to navigate the internet and use as many digital tools to their advantage in a safe, structured and guided environment.
Quote : "The three dimensions of learning--knowing, making, and playing--are already beginning to emerge within the fabric of the digital world itself: Just look at what kids do today on social network and social media sites" (Thomas & Seely Brown, Location 1398).
For me, this quote summed up best the information I learned in the last three chapters because it includes the main important components of the process of learning and supports that statement with evidence of how kids presently engage in learning which yields the best results because it comes naturally to them to immerse themselves in that type of environment.
Question: A question I have is why have schools not included the play component traditionally if this is not a new discovery? According to Wikipedia, in 1938 a Dutch historian and cultural theorist named Johan Huizinga, wrote a book titled Homo Ludens ("Man the Player") in which he "discusses the importance of the play element of culture and society" (en.wikipedia.org/wiki/Homo_Ludens_(book)). So it is not that we are barely now discovering that play is an important component of learning. That has been known for a long time, but maybe it is now acceptable? But why? Why wasn't it acceptable before? Why did school have to be so serious?
Connection: As I read through these last three chapters, I kept thinking about the gamefication in which we engaged toward the end of EDL621. That element of play was definitely engaging and even fostered a competitive and addicting environment, almost to the point of obsession! Ha! If I can engage my students to learn, including that very important element of play, to the point that they have a healthy competition going on amongst them, that encourages them to want to perform better each time, then I will feel I have done my job of providing them with an engaging learning environment.
Epiphany: An epiphany I had while reading these chapters had to do with our 20% projects and how important they are in our learning as we learn how to learn through the use of 21st century skills. It is important that we go through this process so that we understand how to guide our students to learn, while experimenting, playing and forming and asking guiding questions. Turns out that creativity, imagination and play are more important than knowing answers and facts. Anyone can Google answers, but how will you use that information? How will you apply it? How will you use your creativity, through play, to come up with your own idea using the information at your fingertips? This 20% Project is teaching us how to learn from others through different forums while engaged in something we are passionate about. Once we learn how to learn and collaborate using the digital tools available to us, we can teach our students to navigate the internet and use as many digital tools to their advantage in a safe, structured and guided environment.