February 27, 2014

Whitton (2010) digital game learning

WhittonWhitton, N. (2010). Learning with digital games: A practical guide to engaging students in higher education. London: Routledge.

 

 

I was curious to read Whitton’s ideas because I’ve investigated vocabulary learning in digital games, but I was surprised by issues relevant to my current research.

Whitton disagrees with Prensky (2001) that generations are digital natives or immigrants: labeling generations is not helpful but limiting. Ability to use technology is not fixed: exposure level and time affect competency and confidence. Whitton also reminds us to consider people involved, organizational issues, the learning context, and nature of technology whe using learning technologies. She offers ideas about how to evaluate the suitability of learning-technologies, based on accessibility and usability.

Whitton summarises general and adult learning theories, which I’m listing as a reminder to revise the originals. It’s time to start writing parts of my thesis: general, adult, digital and community learning!

– Knowles’ (1998) theory of adult learning, andragogy, including purpose, control, awareness of diversity, practical applications, and tasked- focus.
– Savery and Duffey’s (1995) constructivism model, including situated cognition, cognitive puzzlement, social collaboration.
– Grabinger et al (1997) and Land & Hannafin (2000) assertion that online learner-centered learning is influenced by constructivism principles, including support taking responsibility, present multiple views, encourage ownership, offer relevant learning, based on real-life experiences, support collaboration, use multiple digital-tools and rich media.
– Kolb’s (1984) Experimental Learning Cycle, including actively planning, reflecting and integrating theories.
– McConnell (2000) and Palloff & Pratt (2003) state that social constructivism facilitates collaborative learning, allows people to work to their strengths, develops critical thinking skills and creativity, validates ideas, and values different learning styles, preferences, perspectives, and skills.
– Vygotsky’s (1978) social constructivism states that learning occurs first socially and the later individually, and the Zone of Proximal Development is between what learners can do autonomously and with support and guidance.
– Lave & Wagner (1991) Communities of Practice are apprenticeships and learning groups’ norms, processes and identity.
– McConnell (2006) discusses online learning communities.
– Boud & Feletti (1991) define problem-based learning as collaborative solving of real-world, multidiscipline problems, where teachers are facilitators not experts.
– Bloom (1956) separates learning into psycho-motor, affective and cognitive domains, and further defines cognitive for step-by-step objectives as knowledge, comprehension, application, analysis, synthesis, and evaluation.
– Anderson & Krathwohl’s (2001) revision of Bloom’s taxonomy is remembering, understanding, applying, analyzing, evaluating, and creating.