Wednesday, April 14, 2010

CARS Introduction

The importance of this general subject is based on our idea of the importance of learning; which is obviously a huge importance. School is the backbone to a countries success. Without intelligent, knowledgeable citizens, a community would fall apart. The incorporation of video games into our schooling system are simply additions to our already generally successful learning institutions.

One generalization about this subject is that video games would end up taking too much time to get too little accomplished.

Previous research in this subject have all provided reliable statistics as to why video games would be a valid source for learning yet no attempts have been made to apply these valid withstanding facts to any learning environment. There are still many gaps left in this research.

This research intends to evaluate both sides of the argument. There has been little research done to oppose the idea of video games as learning machines yet counter claims are and will always be present such as financial costs or being too time consuming.

As previously mentioned, there are a ton of gaps in this field of research. Learning itself is on a level of science that will continue to be under investigation for years to come. Other gaps are simply due to lack of research in terms of actually testing video games out in learning environment.

One part of this subject that interests me, which still has a lot to learned from, is the cognitive aspect of learning and how brain functions can be manipulated different ways in order stimulate how we use our memory and to initiate motivation to be better at a given task. The scope of this subject is far beyond that of an English research paper.

Thursday, April 8, 2010

Lunsford Quiz. Arguments of Facts

My research definitely fits into the category relative to Malcolm X in that my argument revolves around a set of facts. Malcolm X had several factors about him being in prison that led to his eventual enhanced literacy. Like him, this research topic on the incorporation of video games into the schooling system as learning machines also has several factors that lead to an eventual enhanced literacy. Based from the discussion from Lunsford in chapter 7, the argument that I am trying to make in my research paper falls into a category of a factual and corrective argument. This means that it is an attempt to lay out all of the relative facts surrounding this area of research in an attempt to formulate a stance in order to change an already established institution; meaning that in order to change the community’s perspective on such a field as education will need some substantial and powerful facts to back up any new proposal. This argument is laying out the facts in order to get a point across.

Another direct comparison from the Lunsford chapter is when it states, “It’s especially important to have factual arguments that flesh out of correct what’s narrowly or mistakenly reported.” That is exactly what this argument plans to do. When people think of video games, they think of an activity that adolescents use as a means for entertainment. General belief has molded itself to think that video games are no more than just a form of entertainment and the subject has thus been narrowly analyzed to be no more than just that. That is why this subject needs to re-surface with new facts that many people might not have known about prior to viewing this argument. Video games have a great potential as learning machines and this argument intends to actually get those facts out there for the general public to view, and ideally from there we can re-structure our educational system in a completely different format, hopefully increasing literacy rates which in turn will benefit many other areas in our communities.

“Facts become arguments when they’re controversial in themselves or when they’re used to educate people, challenging or changing their beliefs.” (178). This quote just about sums up everything my argument stands for. Think about it, school has been the same throughout history. You learn facts. Then suddenly technology takes its installment into our society and what happens, computers and internet were incorporated into our schools because they followed the same guidelines of standard learning. Now we look at video games. Adding them would change the system. School would be different. The facts show that video games would be valid tools for teaching students applicable information yet people do not try to figure out a way to incorporate them. People fear change. Bringing this back to the quote from Lunsford, the facts are facts, but the topic becomes an argument because it will bring about complete change if actually incorporated into our lives as students. We need to embrace the facts, even if it means trying something completely new.

Thursday, April 1, 2010

Research Reflection

I believe that there is not enough research going on about this subject I am investigating, regarding video games as potential learning machines. Ideally hundreds of more studies can be done with the testing of video games as learning devices yet not many people pursue this research even though it could yield a lot of positive results. This subject under research has far too many gaps in it so formulating justified solutions is not quite an easy task. I feel as though the research i have will provide a lot of useful information that will definitely help me formulate a stance but again, a lot more gaps need to be filled before that stance can be valid professionally.

As far as problems or concerns with the research process goes i don't necessarily have anything specific other then the fact that there simply isn't as much research as I'd like on my subject. I'm working with what i have to justify a stance.

Thursday, February 11, 2010

Core I Work Cited

DeVoss. "The Future of Literacy".

Erik Hamman. "What is Digital Literacy". http://www.digital-literacy.eu/20663

Megan Poore. "Digital Literacy. Human flourishing and education in a knowledge society." October 2009. http://www.slideshare.net/meganpoore/digital-literacy-human-flourishing-and-education-in-a-knowledge-society

Wednesday, February 10, 2010

Digital Dependence Core I Revised

In today’s world, the increase in technological advancements is sparking a new era that is continually shifting human dependency toward the need to have certain technical knowledge. Technology has become a part of everyday life. Unfortunately, without certain technologies, people will fall behind with the times, seeing as a revolution waits for no one. Digital literacy is now a crucial characteristic that people need to acquire if they intend to be successful in the modern world.

Foremost, let’s define digital literacy. Erik Hamann describes it as “the confident and critical use of Information Society Technology for work, leisure and communication [and] the use of computers to retrieve, assess, store, produce, present and exchange information to communicate and participate in collaborative networks via the Internet.” By definition, digital literacy seems more like a supplemental skill then a necessary one yet that is not the case. Given the increase in convenience and practicality of many software devices such as cell phones computers and video games, society has assimilated these accessories into everyday life. As previously mentioned, those without these basic technologies are at a disadvantage and will only continue to fall further behind. Technology is far from peaking and one week one could have the newest of items and the next week that item could already be out-dated. This is a particular technological trend that worries me, because as newer products keep coming out, some become a “must have” that people who can afford it get and those who can’t don’t. As this trend continues, some people get ahead and others fall behind. For example some people are on the computer daily developing a better acquaintance with digital knowledge while others might not even have a computer to use at all. In today’s society, having knowledge of digital literacy is a key factor in obtaining jobs and moving up in the work force, so it is progressively creating an unequal opportunity for all people.

With this in mind, it is time to discuss the relation between my personal experiences with digital literacy and how it ties in to the general population as just mentioned. Technology is an aspect of my life that will never cease to exist. Regardless of the function of the device, chances are that I have it and know how to work it. Born during the boom of the technological revolution, I have continually watched it become a leading aspect of today’s culture. I consider myself a technological adept person, meaning I can figure out how to efficiently work most gadgets I come across. I have had a computer since I was about six years old and now I cannot even imagine my life without an accessible computer. I say this because I use computers not only for my social networking on programs such as Facebook or Myspace, but I use the internet whenever I am doing any research for school, essentially every day. I feel the uses of computers are a part of my life that I am healthily dependent upon because I feel that it has greatly contributed to my success as a student and has most certainly shaped me to who I am today. One difference between societies today vs. the society before the technological boom is the level of convenience when it comes to finding things out/getting things done. The internet can take a few seconds to find exactly what you need rather than going out of your way to try to look something up in a book, a convenience I truly cherish.

Another technology that I find myself very advanced at as well as dependent upon are video games. Video games have replaced books for me in a way. A lot of people see this as a negative change but I feel as though it has increased my digital literacy as well as my general literacy. My justification for this is that games have certain intricacies that require knowledge of digital processes as well as an understanding of general literacy aspects. For example, in the case study of Charles Jackson by Devoss, he states that “I think with playing games there is a grammar. Games have different genres just like games do. So when you pick up a certain genre you kind of expect to know how to play that kind of game. You expect certain controls to be there and when they are not there you get confused, because the grammar is not complete in that game.” I see video games as a luxury item to fine tone physical skills by the understanding of digital skills. For me, being a premedical student with desire of being a surgeon, video games have crafted my hand precision and ability to spot out minor details often overlooked; aspects in my life that I will certainly depend on to be a successful surgeon.

The third most influential technology in my life is the cell phone. I got my first cell phone about five years back and I have had one with me every day since then. Communication nowadays is very dependent on the use of cell phones. If you ever need to get a hold of someone all you have to do is push a few buttons. Knowing how to use a phone seems like a very minuscule ability to master today because it is a part of digital literacy that has been easy to comprehend over the years due to its similarity to general literacy, i.e. reading and interpreting letters and numbers but in terms of using a keypad rather than a pen or pencil. I know that I would rather type something out then to write it out. I have become very dependent on having my phone, maybe a little too much. Every other second I check my phone to respond to a text to the point where I practically live my life vicariously through my phone; one trend that many people have experienced to some extent.

Clearly the direction and characteristics of my life are defined by my interaction with and knowledge of digital literacy. Without a doubt I am dependent on them and need them to continue to grow along with the shift towards the digital world. Megan Poore describes it well by saying, “The potential for people to recognize their ontological vocation to become more fully human [is] through the cybersocial affordances of the technologies that inhabit the knowledge space.”

Thursday, February 4, 2010

Audience Awareness

The authors claim in this article is simply that technology is not just a new means by which literacy "may be nothing more than a different delivery system and thus does not affect learning" but that technology is an expansion on audience interaction with the authors work. The author believes that the use of technology in the classroom opens up a new opportunity to affect the writers and what they write. Obviously testing this is not easy and has many extraneous variables. The "study is also guided by such a transformational stance, because we seek to understand if technology transforms basic notions of audience awareness."


"Journal of Literary Research" by Elizabeth A. Baker; Mary S. Rozendal; Joy W. Whitenack



Monday, February 1, 2010

Where Im Going With Technology

Technology seems to me like a force with an exponential growth curve that will eventually peak out and stop growing. A truthful statement would be to conclude that technology is continually getting more practical and advanced as we progress throughout the early 21st century, which leads to the common misconception that it can only continue to keep growing. However, i feel as though the rate of expansion we are on will lead to an eventual boom and bust. Now sure, dont get me wrong, we still have several years and maybe even decades before that critical peak occurs but it will, nevertheless, happen.

Regardless of my opinion on the outcome of technology, i do still believe that it will play an avid role in the lives of almost every citizen, in due time. I have a personal conspiracy on how the government is using the expansion of technology to implement varying degrees of socialism into our world, which i plan on further discussing later. Technology for most people in the future will be used as personal elements, such as computers, phones, music devices, etc. People will become dependent on these as they continue to become more convenient. Technology will play a role in my life through the advancement of medical equipment, seeing as i plan on pursuing my interest in medicine. Obviously the best way to continue to grow with the technology is by experience and opportunity, i.e. having these technologies readily available. Ideally so, this assumes all with have the opportunity to achieve the experience, which is not the case, creating one of many problems occuring with the shift towards the technological revolution we are facing and will continue to face.