Tuesday, July 27, 2010

A Top Down Approach

Computer games expose students and indeed remedial students to higher order thinking skills which remedial and content area teachers do not presume them to be capable. This is a summary of a comment that I read in Frey & Fisher (2008) in the context of students designing comics and adhering to the specifications for creating comics. One relevant higher order thinking skill that comes to mind is summarizing. What motivational reading support we will be providing our students with visual-spatial qualities!

Reference
Frey, N., & Fisher, D., (Eds.). (2008). Teaching visual literacy: Using comic books, graphic novels, Anime, cartoons, and more to develop comprehension and thinking skills. Thousand Oaks, CA: Corwin.

2 comments:

  1. Hi Anita
    According to Vacca, Vacca & Mraz (2011) the new literacies are transforming how our students read and write and this is no different in the area of comics especially for our boys who love the visual representation of comics as a strong motivator for reading and writing.

    These new literacies have a very visual and social content which appeals to teens today (they are visual and social learners). This points the direction we as teachers must take in order to strengthen their literacy education and so prepare them for the digital age.

    We need to extend the traditional print literacy by integrating web technology--Here are some websites that do comics online with a twist
    BitStrips

    Makebeliefscomix

    ZimmerTwins
    Hope you find the time to explore and enjoy these sites and see how easy it is to bring visual literacy to students

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  2. Hi Anita,
    I am also of the opinion that computer games can provide a phlethora of tools and skills to our students-if we can use them well. Some teachers and educationalists believe that computer software and games offer the potential to "personalise" learning by allowing pupils to learn at their own pace and have more control over how they learn.

    It may sound outlandish, but there is an
    increasing consensus that computer games
    should be taken seriously as both learning and
    assessment tools.

    In fact, Henry Jenkins of MIT describes computer games as ‘the most powerful learning technology of our age’. In order to fully exploit this potential, we need to think creatively about what education and
    gaming might look like in the future. We
    need to acknowledge that changes to
    assessment techniques and the curriculum
    might be required. We need to acknowledge
    that the games industry has to develop its
    reputation beyond its sometimes perceived
    obsession with first-person-shoot-outs and
    explore the wider and more complex realms
    of human activity. We need to acknowledge
    that new ways of working and whole new
    forms of collaboration will be required
    between our entertainment and education
    sectors, and that this in turn may require
    new economic and commercial models to
    be developed.

    ReplyDelete