Chapter 10:
"Research into computer games for young children has identified that over they years consumer software has tended to blend educational philosophies with interactive gaming and entertainment genres, thus producing "edutainment"(Ito, 2009). In other words, many of the games designed for young children tend to offer educational value as well as entertainment, For this reason, the pre-specified games chosen for the children reflected this and included a nursery rhyme game that invited the children to participate in the creation of a story as well as a Bob the Builder game downloaded from a website, which encouraged the children to participate in a variety of activities involving manipulation and interaction." (Thomas, 2011, p. 156)
I have not heard the term "edutainment", which is surprising because I have been using educational computer games for several years with students. But what other types of tasks can young children do with computers? Children are sponges. And from my experience, very experimental. None of this chapter surprised me. What does surprise me is the push to use Mind Craft in educational settings today. I'm not a gamer. This does not interest me in the least. I would have to see it put into action in a classroom in my school before I would buy into it.
Chapter 11:
"Some may argue that the integration undertaken in these case studies falls short of radically changing education to be more like the everyday world, but the very issue highlighted by such studies is that the context of formal education, with its particular values and practices, is different from informal and non-formal contexts."(Thomas, 2011, p. 177)
Perhaps this is the very problem, formal technology (educational setting) and informal technology (personal use), which has been addressed in previously in this course. It is very hard to keep up with the changing times. Education is not always the cutting edge. It can't stay ahead of the curve if it is preparing students to be the future. We give them the foundation and they run with it. We don't know what they will do with it. That is really how we've gotten where we are today.
Chapter 12:
"Last we will end with a positive outlook. While there are problems associated with youth media practices, and challenges for large learning institutions in responding to those problems, overall we believe a bright future can lie ahead if we are smart about it and listen to sound research." (Thomas, 2011, p. 177)
It is always good to end with a positive outlook. This text could have left us with a feeling of "doom and gloom", but the authors kept it all upbeat and unbiased. I will probably not use the term "Digital Natives" and will question anyone who does from now on, just to see their take on the term. It is important that educators introduce and continue educating students with good digital literacy skills. Like my response in the Chapter 11 quote, we give them the foundation it is up to them to run with it.
I have several technology integration projects planned for next year. I will be educating the students about Digital Literacy as we work through the projects and it pertains to particular pieces of the projects. I am looking forward to it.
I believe formal educational settings are the place to develop digital literacies.
If I didn't what kind of a teacher would I be?



