Wanda Knight
Professor Adair
EDUC 3302Technology in Education
24 October 2013
Blog Post 3
Julie Willis, neurologist turned educator, has some very encouraging information
for parents concerned with their children's video game playing. Dr. Willis discusses
the,"...dopamine-reward system (which) is fueled by the brain's recognition of making
a successful prediction, choice, or behavioral response." (Willis 2013) Because
"...dopamine produces a powerful pleasure response." (Willis 2013) students will
choose to continue on to the next level of a video game. Students will want to learn,
without any extrinsic reward, such as grades, simply for the dopamine rush and
the satisfaction of gaining new information.
This is a fantastic discovery for teachers as they struggle to engage students on a
daily basis. As teachers learn and implement the new technology available to them
their students will benefit. They will be more engaged, interested in the material
and excited to learn. As students interact in the classroom using Smart Responders,
personal white boards, iPads, Netbooks or laptop computers, they are in a
continual state of sending and receiving information. This, if used for their benefit,
is new and empowering information for educators and parents.
Many parents are not comfortable with bringing video games into the classroom
setting. There are strong beliefs around 'the way things should be done;' (Video
games and devices are for home and books are for school). Educators may
experience some push-back from well-meaning, yet uninformed, parents who
either do not support digital learning or are afraid of it themselves. One of the
biggest obstacles teachers may have in a digital classroom is getting the 'buy in'
from parents.
Another negative factor in supporting the dopamine/instant reward need
for students, in the digital age, would be inconsistencies in technology. A student
may be better connected at home than school (or the other way around). Not
all districts are equipped with the latest and best technology for education. If
a teacher, or a classroom, become too dependent upon technology use the
students are in a continual state of 'instant gratification.' They do not have
opportunities to develop patience and learn to wait for their reward.
As with every new technology and discovery, it takes time and
familiarity before it is embraced by the older generations.
This is an area where the old familiar cliche' "That's not the way we
did it when I was a kid" is very true-no, it is not. Balance would
be a better way to meet the needs and concerns of both the older
and the younger generation.Technology is here to stay, whether any of
us like it or not.
Sources cited:
Willis, Julie, MD. "A Neurologist Makes the Case for the Video Game Model as
a Learning Tool." Edutopia. Edutopia, 14 Apr. 2011. Web. 24 Oct. 2013.