Saturday, 11 May 2019

Week One: Critical Digital Pedagogy, Digital Game-Based Learning, and Neoliberalism

While reading chapter one of Morris and Stommel's (2018), An urgency of teachers: the work of critical digital pedagogy, I was struck by the unusual applicability of this piece of reading to my pedagogical undertakings. I have just completed a course titled, 07.714 (NET) Educational Research Methods, under the direction of Heather Duncan. In the course, I focused my research upon increasing student academic engagement through the implementation of game-based learning and gamification in a grade nine Social Studies course measured through academic engagement and social inclusion. The student population, which is my daily reality, is a composition of approximately half indigenous students and the other half is composed of European descended students. The student body represents a range of diversity. Unfortunately, the reality is that the majority of the indigenous students are on the side of the education system which is failing them. As an educator in a school with almost half the student population composed of on-reserve First Nation students who have witnessed and experienced the results of intergenerational trauma.
The central focus of the research study was upon critical pedagogy, to foster agency and empower the learners. As a result of the technological limitations of the school and some of the students, I was limited in the usage of digital game-based programming. A group of students, who compromise the core of the school's gaming group, first provided me with what they wanted me to see in the classroom. There was an overwhelming desire to see experiential activities and games such as role playing, simulations, board games and card games to form the basis of a course, in conjunction with the use of game elements within the classroom, to create a gamified class. In previous courses, I had employed a semblance of game-based learning as they proved to be effective learning tools and agents of engagement and positive social interaction. Unfortunately, the largest difficulty for me was using digital components as our institution is financial and infrastructurally limited.

While we can mitigate and cure the symptoms of inequality, how can we prevent the recurrence and the growth of the disease in a systematically flawed neo-liberalist society? (Monbiot, 2016, April 15). How can we empower students and develop student agency? Critical digital pedagogy and neoliberalism are dichotomously opposed. In the midst of our competitive, greed driven neo-liberalist system, it may be necessary to maintain a misanthropic disposition where one is wary and mistrustful of the decisions of society. Our basic human relations become a competitive struggle. Neoliberalism recasts economic life in a Darwinian lens:
Inequality is recast as virtuous: a reward for utility and a generator of wealth, which trickles down to enrich everyone. Efforts to create a more equal society are both counterproductive and morally corrosive. The market ensures that everyone gets what they deserve (Monbiot, 2016, April 15).
Neoliberalism perpetuates the inherent inequality in society by vouchsafing the status quo. This guarantees the entropy of our way of life. Evidence of this is ever-present in the lives of our students who are locked into a cycle of poverty. To develop an authentic academic engagement with all students in the classroom society needs to fundamentally alter. 

https://www.slideshare.net/jessestommel/critical-digital-pedagogy
https://teachthought.com/the-future-of-learning/zombie-pedagogies-embodied-learning-digital-age/




https://i.pinimg.com/736x/09/f9/61/09f961add7cb71635e6ef2753000ffd2.jpg

To implement digital game-based learning, I familiarized myself with Jane McGonigal’s seminal text Reality is broken: Why games make us better and how they can change the world. Near the beginning of the text, McGonigal (2011) writes poignantly that,

When we’re playing a good game—when we’re tackling unnecessary obstacles—we are actively moving ourselves toward the positive end of the emotional spectrum. We are intensely engaged, and this puts us in precisely the right frame of mind and physical condition to generate all kinds of positive emotions and experiences. All of the neurological and physiological systems that underlie happiness—our attention systems, our reward center, our motivation systems, our emotion and memory centers—are fully activated by gameplay . . . When we’re in a concentrated state of optimistic engagement, it suddenly becomes biologically more possible for us to think positive thoughts, to make social connections, and to build personal strengths. (p. 28).

This quotation has remained with me as the essential aspect of empowering learners. Playing games can be academically engaging and a cathartic experience. For me playing digital games represents the essence of critical digital pedagogy. Is this the methodology to utilize in order to successfully embody critical digital pedagogy in the face of a neoliberal system? Perhaps, through the labours of a caring educator. Check out Jan McGonigal's eloquent TedTalk below:



Sources:

Morris, S. M., & Stommel, J. (2018). An urgency of teachers: the work of critical digital pedagogy. Hybrid Pedagogy Inc. Available at https://urgencyofteachers.com/

Postman, N. (1998). Five things we need to know about technological change [Speech transcript]. Retrieved from https://www.student.cs.uwaterloo.ca/~cs492/papers/neil-postman--five- things.html

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.

Monbiot, G. (2016, April 15). Neoliberalism – the ideology at the root of all our problems. The Guardian. Retrieved from https://www.theguardian.com/books/2016/apr/15/neoliberalism-ideology-problem-george-monbiot



Thursday, 2 February 2017

I'm gonna learn something in ICT. What I hope to learn or want to learn in ICT!!!!!!
I Want to LEARN Excel to aid me in Mathematics.
I want to play around with Website Design!
Nerd Out!




http://newictlearning.blogspot.ca/2015/06/information-communication-technology.html





When DONE publish your First Post!
 

Monday, 30 January 2017

Getting Class to Blog

My Information Communication Technology class will be blogging about there experiences soon. Here's hoping everything goes alright.

Wednesday, 23 September 2015

The Drake Equation: Daydreaming of the History of other Civilizations

The Drake equation is a probabilistic argument used to estimate the number of active, communicative extraterrestrial civilizations in the Milky Way galaxy. The equation was written in 1961 by Frank Drake not for purposes of quantifying the number of civilizations,[1] but intended as a way to stimulate scientific dialogue at the world's first search for extraterrestrial intelligence (SETI) meeting, in Green Bank, West Virginia. The equation summarizes the main concepts which scientists must contemplate when considering the question of other radio-communicative life.[1] The Drake equation has proved controversial since several of its factors are currently unknown, and estimates of their values span a very wide range. This has led critics to label the equation a guesstimate, or even meaningless.





http://www.noeticscience.co.uk/the-drake-equation-versus-the-fermi-paradox-is-there-intelligent-life-out-there/
http://cargocollective.com/olagus/The-Drake-Equation-for-Kids


The Fermi paradox videos by kurzgesagt on YouTube provide an excellent insight into this the complex philosophy associated with understanding if there is life in the universe.

Wikileaks



Wiki leaks has a huge implication in the classroom; which should also remain a bastion of freedom of information. Students are able to explore, through the use of these primary documents, ideas of racism, social justice, corporate greed, control, political corporation, etc. the site provides excellent documents to read and discuss with your class on a variety of topics. 

Hacker Collective Anonymous: Social Justice or Cyber Terrorism?


http://en.wikipedia.org/wiki/Anonymous_(group)


Anonymous (used as a mass noun) is a loosely associated international network of activist and hacktivist entities. A website nominally associated with the group describes it as "an internet gathering" with "a very loose and decentralized command structure that operates on ideas rather than directives".[2] The group became known for a series of well-publicized publicity stunts and distributed denial-of-service (DDoS) attacks on government, religious, and corporate websites.

Anonymous originated in 2003 on the imageboard 4chan, representing the concept of many online and offline community users simultaneously existing as an anarchic, digitized global brain.[3][4] Anonymous members (known as "Anons") can be distinguished in public by the wearing of stylised Guy Fawkes masks.[5]

In its early form, the concept was adopted by a decentralized online community acting anonymously in a coordinated manner, usually toward a loosely self-agreed goal, and primarily focused on entertainment, or "lulz". Beginning with 2008's Project Chanology—a series of protests, pranks, and hacks targeting the Church of Scientology—the Anonymous collective became increasingly associated with collaborative hacktivism on a number of issues internationally. Individuals claiming to align themselves with Anonymous undertook protests and other actions (including direct action) in retaliation against anti-digital piracy campaigns by motion picture and recording industry trade associations. Later targets of Anonymous hacktivism included government agencies of the US, Israel, Tunisia, Uganda, and others; child pornography sites; copyright protection agencies; the Westboro Baptist Church; and corporations such as PayPal, MasterCard, Visa, and Sony. Anons have publicly supported WikiLeaks and the Occupy movement. Related groups LulzSec and Operation AntiSec carried out cyberattacks on US government agencies, media, video game companies, military contractors, military personnel, and police officers, resulting in the attention of law enforcement to the groups' activities. It has been described as being anti-Zionist, and has threatened to erase Israel from the Internet[6] and engaged in the "#OpIsrael" cyber-attacks of Israeli websites on Yom HaShoah (Holocaust Remembrance Day) in 2013.[7]

Dozens of people have been arrested for involvement in Anonymous cyberattacks, in countries including the US, UK, Australia, the Netherlands, Spain, and Turkey. Evaluations of the group's actions and effectiveness vary widely. Supporters have called the group "freedom fighters"[8] and digital Robin Hoods[9] while critics have described them as "a cyber lynch-mob"[10] or "cyber terrorists".[11] In 2012, Time called Anonymous one of the "100 most influential people" in the world.[12]






http://growingsocialmedia.com/anonymous-online-mystery-group/


Monday, 1 June 2015

Festival du Voyageur

Here is a selection from the Wikipedia page:
The Festival du Voyageur (literally translated as Festival of the Traveller) is an annual 10-day winter festival that takes place in WinnipegManitobaCanada. The event is held during each February in Winnipeg's French Quarter, Saint-Boniface, and is Western Canada's largest winter festival. It celebrates Canada's fur-trading past and unique French heritage and culture through entertainment, arts and crafts, music, exhibits, and displays.




For Teachers and Students:

Aside from the multi-faceted avenue of french culture and language, the event offers an excellent means of historical interaction and study, which will allow students to understand the revelance of Manitoban history and further that of Canadian history. The music, dress, location (Fort Gibraltar), food, and language allow for a fully engaging, immersive, and interactive environment. Teacher Bonus Overload!!!!



Check out these links:
http://festivalvoyageur.mb.ca/en/
http://www.tourismwinnipeg.com/things-to-do/festivals-events/display,profile/0786/festival-du-voyageur
http://www.sfm.mb.ca/communaute/histoire_du_manitoba_francais/

Pictures:
http://winnipeg.virginradio.ca/events/Details.aspx?ID=314033
http://en.wikipedia.org/wiki/Ceinture_fl%C3%A9ch%C3%A9e