It’s common sense. We have to meet our students where they are. We have to know our students and the cultural wealth they bring to our schools. Using what they already know as a method of mediating new learning is just good teaching. So why not meet our students in a mileu that they already know?
Using digital tools, thus, capitalizing upon a student’s digital literacy, will facilitate literacy instruction.
How do we do this? How can we make this a campus-wide practice? How do we sustain it?
Loved this video for its honesty. Constance Steinkuhler cuts to the chase and stops me from making similar missteps. Gaming engages, but it’s not about knowing tons about the games. It’s not about being gaming experts. It’s about knowing how to bridge gaming to learning. Knowing how to adapt their idenitities as gamers and what it means to their identities at school, at home, at work. It’s about knowing and understanding our students’ cultural wealth. What are their funds of knowlege? They are highly engaged in gaming. Why? What do games make them want to learn? Find out. Use students as a resource to integrate meaningful ideas into curriculum.
It’s scary to walk into a classroom without a whole lot of structure, but isn’t this how we approach life? We find something we like. We ask questions. We seek answers. We challenge ourselves to make sense of it in our worlds. We can learn more from our students than we think. We just have to be brave enough to do it.
Online Games and Interest-Driven Learning are Transformative for Today’s Young Learners from DML Research Hub on Vimeo.