Thursday, October 24, 2013

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.