Thursday, March 5, 2009

Gee's Chapter 4: Situated Meaning and Learning - An Eye Opener

Roller Coaster Tycoon 3 exemplifies an active learning environment. It says that "...comprehension is grounded in perceptual simulations that prepare agents for situated action." With this game, students are experiencing virtual simulation that prepare them to real world. They are "doing things actively because they have choices on where to go and what to do." Thus, they are not passive learners in this simulated game.

"Appreciative systems" is also present in RCT 3. It is mentioned that "children can determine what they 'like,' what is a 'good' result, only in terms of an appreciative system, that is, their set of goals, desires, feelings, and values in respect to the domain being engaged with." Indeed true! One could never achieved or realized one's goals, desires, feelings, and values unless one is engaged to a given scenario or situation. Also, it says that "the appreciative system is not only the place where the affective and cognitive merge and come together, it is the place where the social, cultural, and personal merge and come together as well." In reality whether what profession we have, we deal with people and our social, cultural and personal aspects are challenged. Sometimes we are appreciated and sometimes we are not. However, both can help us to be aware of our strengths and weaknesses. For instance, in RCT 3 I am challenged not only to satisfy my customers but also my staff. Both give appreciations and also suggestions. One could never realized "good" until one can conquer the challenges.

A learning experience in a traditional environment I have had that would have been much improved if it had been better situated was my Technology and Home Economics (THE) basic business management course in high school. Instead of having a lot of lectures on how to deal with customers and colleagues, it would have been better if students were actively engaged with games and simulations. In this way, students would have a tangible experience on how to deal with customers' satisfaction. For instance, taking a survey on the school's cafeteria services is a good idea. It is a pragmatic way in knowing how people think about their services and at the same time help the management for some areas of improvement. I have seen this in my RCT 3 video game. From time to time, these statements pop up - "People are hungry. You need to add food stalls," "People need toilet," "Security guard - bored, bored, bored...". These call for action and choices to make. Taking surveys or playing the video game gives me an idea on how to run the business. It also gauges active learning by engaging students to decision making and management skills. Most importantly, they feel it because they experience it.

3 comments:

  1. Great connections. Feedback is indeed a critical element of the added value. I know as a teacher, I could have done a better job of providing formative evauation information to students, relying instead on summative exercises like quizzes and tests.

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  2. And that the example you cite situates the feedback in the context of the problem promotes the transfer we are looking for.

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  3. Thank you very much, Professor. Indeed, the job of a teacher is not just simply giving information but also giving them formation on their education. This is the challenge that we constantly face.

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