What is the worth of a human?
Click the link and check out my Thinglink. Make sure you "touch" the picture to see the embedded information.
Thanks
A ropewalk is a narrow alley where ropesmiths used to braid long strands of hemp into rope. I'm also trying to braid strands that develop leaders.
Tuesday, February 19, 2013
Saturday, February 16, 2013
Minecraft and World Builder
Minecraft
and World Builder
The
short film "World Builder" that we watched for week 3 of the EDCMOOC
made me think of my 13 year old son. For him, the ability to create a 3-D world
like the one in the film is something that he currently engages with for hours
each day as he plays the game "Minecraft" on the computer.
In
case you're unfamiliar with Minecraft, it is a massively popular game with
teens and pre-teens. The main objective in either Survival or Creative mode is
to build a world out of blocks of various substances. It's more difficult than
it might sound. Recently I read that schools are using Minecraft in the
classroom to teach various problem-solving skills.
So for
my son, imagining a scenario where someone could create a town like World
Builder would be nothing extraordinary. He does that all the time.
This
film got me thinking about what it means to be human in this context. In the
film, the man creates the town for his wife. It's unclear if the woman we see
walking around is a memory he has of her, or if she is able to participate via
technology even though she is in a coma. If she is engaging with it, then why
wouldn't he interact with her? That is unclear.
Back
to my son, in the Minecraft game there are no other people with whom to
interact. In some settings there are 'villagers' but they are basically unable
to communicate and they just walk around. Unlike other games on the X-box or
other platforms, he doesn't join in with friends to build this world. So essentially my son is building and living
in a virtual world alone. What does that mean for him? How will he view
humanity? Or how would he define what it means to be human if as parents, we
didn't also engage in various other settings; school, sports, church.
One
final thought. For me, being human is defined by our creativity. We are able to
create various items, some practical and immediately useful (chairs, houses,
cars) and some imaginative (novels, movies, theories). Will my son be more
creative in the rest of his world after spending hours on Minecraft? I don't
know. But I do know that as he engages with this game he is engaging in a
creative process.
Tuesday, February 05, 2013
Everything Bad is Good for You
The book, Everything Bad is Good for You, should
be on every teacher's reading list. Johnson raises themes that I saw mirrored in the film Sight
With this title, you would be justified in thinking it’s a
book about drugs, alcohol, or free sex, but surprisingly it’s a book about
popular culture and how people learn. The primary premise of Steven Johnson,
the author, is that far from making people dumber, popular culture is actually
making us smarter.
Using examples from the arenas of video games, TV, film and
the web, Everything Bad makes a
strong case for the mental complexity of popular culture today as opposed to
20-25 years ago.
For example, Johnson talks about video gaming’s “dirty
little secret”- that a lot of time spent playing games is not fun at all. He
points out that many gamers will spend hours trying to solve a puzzle in a
particular section in order to advance to the next level. Johnson argues that
far from turning his or her mind off, this person is doing a lot of thinking.
He states on page 182, “Think about it this way: if our
brain really desired to atrophy in front of mindless entertainment, then the
story of the last thirty years of video games... would be a story of games that
grew increasingly simple over time.” Johnson demonstrates that the exact
opposite is the case; games have become much more complex. Just compare
yesterday’s Pac Man to today’s Halo.
Throughout the book, Johnson identifies different types of
intelligence that video games provide and stresses that in the areas of problem
solving skill, gamers score very strongly. Even though he has a good argument
(in many ways I think he’s swinging the pendulum far to the opposite side), I
think he misses one very important “intelligence” that does usually suffer
through popular culture.
Earlier this week I was having lunch with a youth pastor and
was telling him about Johnson’s book. He was quick to tell me about a 16 year
old young man from his church’s youth group who, it seems, has lost his zeal
for life, spending all his time playing video games. We talked together about Daniel
Goleman and the “other” intelligence that he made famous, the idea of Emotional
Intelligence. In this boy’s life, this appears to be stunted by playing these
games.
I don’t believe that in Everything
Bad Johnson is 100% correct. However, I do believe a book like this is
important for all of us in education to be aware of and to wrestle with the
issues it presents.
Subscribe to:
Posts (Atom)