This week I was reminded to ask myself why I am teaching something. Kids today have grown up with way more curiosity and we must be able to tell them why we are doing something. Both Anthony and Gerald commented about this on my blog. I know some things might seem useless if you aren't passionate about it, but how would we know what we like and don't like if we weren't exposed to it? This is a tough line as to when enough is enough for some subjects. Theresa commented about the screen time that kids today are exposed to. It just makes sense that they would process things differently. They are used to a lot of stimulation and multi-tasking. They seek challenges and sometimes school does not provide what they need.
Ali talked about how certain types of games are only intriguing to certain types of people. Even though it makes total sense it is not something I would've given thought to. It is definitely something to consider when I go to make a gamified plan for my classroom. I will have to really think about the components I use. Ali also had a great table that showed the different components of games that could be added. This will be very helpful to me because I am not a serious gamer. I enjoy playing any type of game when time permits but I rarely have time. I will really have to weave as many components as possible so all students are engaged.
I really like the way Aleta laid out her blog post with the 3 claims. I believe all are true. The first claim is the claim that I latched on to right away in that our students now have not learned in the same way we have outside of school. Things are different. She points out dial up internet and when cell phones first came out. I remember all of this happening as a kid. If I look at how much things have changed over my lifetime I can see huge differences and I am only 27. I remember getting a computer and when cell phones first came out. Now we have smartphones with so much capability to connect us to others. These kids are just different and that is not a bad things. In the second claim Aleta mentions that students feel challenged and inspired by games. I think this is at the heart of gamification. They get in the "flow" and that is a place where they can really learn. The last claim she mentions I believe has always been true but we aren't always good at it. We must be flexible. There is not use in getting upset at things we cannot change and in the bush I have found this to be even more true. For example, planes come when they come and we live with that.