Rethinking Learning - Exploring Different Pedagogical Approaches to
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
MGIEP/2018/PI/H/1 Rethinking Learning Exploring Different Pedagogical Approaches to Transform Education For Humanity Features • Educating students for their future, not our past • Bringing learning back into education – a foreword by the Former Minister of Education, Mali • An interview with Nobel Laureate, Tawakkol Karman on Prevention of Violent Extremism and education • Why Games can be Effective Pedagogy
MGIEP/2018/PI/H/1 DIRECTOR’S MESSAGE developed to meet the requirements of the industrial revolution. In other words, we’ve developed an assembly style of producing ISSUE 7 . 2018 educated individuals capable of producing efficiently for the economy. The question we have to ask ourselves is if this system can provide the mindsets we need for building peaceful and sustainable societies across the world. I venture PUBLISHED BY UNESCO MGIEP to say no. In fact, what we have right now is orthogonal United Nations Educational, Scientific and Cultural to the outcomes we want – we live in a predatory Organization | Mahatama Gandhi Institute of system that focuses on pitting individuals against Education for Peace and Sustainable Development each other in the name of competition and 35 Ferozshah Road, ICSSR, Building, 1st Floor rewards only success in areas that make financial New Delhi 110001, INDIA gains, not social or ecological. The weakest are left to perish and it is the survival of the fittest. THE BLUE DOT features articles showcasing We need to reinvert our education such that the UNESCO MGIEP’s activities and areas of interest. Rethinking Education The magazine’s overarching theme is the relationship well-being of the individual and the collective is between education, peace, sustainable development the primary goal. O and global citizenship. THE BLUE DOT’s role is to In the seventh issue of the Blue Dot, we focus engage with readers on these issues in a fun and ur world today is facing on Rethinking Learning. The Issue includes a interactive manner. The magazine is designed to an increasing number of foreword by the Former Minister of Education of address audiences across generations and walks of Mali, H.E. Adama Samassékou on how education “wicked” problems– rising life, thereby taking the discourse on education for systems need to be re-looked at to incorporate inequality, violent extremism, peace, sustainable development and global citizenship personalised learning and technology as an beyond academia, civil society organisations and “Look again at that dot. global warming and others enabler and our Cover Story, which focuses on governments, to the actual stakeholders. to name a few. The challenge we have before That’s here. That’s home. That’s us. us is that trying to solve our problems with the the importance of socio-emotional learning. THE BLUE DOT is published biannually. mindset that created the problems will just not Additionally, we feature opinions by specialists On it, everyone you love, from academia, research, policymaking and work . We need innovative and out of the box Subscription everyone you know, everyone you ever heard of, the industry on the need to relook at education thinking– and this can only come from our The Blue Dot is available free of charge. systems for the future. Amongst various experts, every human being who ever was, education systems. However, here is where To receive all future issues of the THE BLUE DOT, we hear from Andreas Schleicher, Director of subscribe to MGIEP@unesco.org lived out their lives. we have a problem. The education systems we have now have not changed much over the Education and Skills and Special Advisor on The aggregate of our joy and suffering, Education Policy to the Secretary-General at the Managing Editor past 300 years. In order to change and foster thousands of confident religions, Organisation for Economic Co-operation and Akriti Mehra, UNESCO MGIEP more peaceful and sustainable societies, there ideologies, and economic doctrines, is definitely a strong need to re-think the future Development (OECD); Anneli Rautiainen from Publication Assistant every hunter and forager, every hero and coward, of education and re-think learning. the Finnish National Agency for Education as Dana Cotnareanu, UNESCO MGIEP well as Pratik Mehta, Head of Education & Skills, every creator and destroyer of civilization, In 2015, 193 countries came together and agreed on 17 global goals. The uniqueness about Microsoft India. Design every king and peasant, every young couple in love, these goals was that development was no longer Further, we present short blogs from the Firefly Communications every mother and father, hopeful child, youth about what future education systems an agenda for developing countries; instead the inventor and explorer, every teacher of morals, Sustainable Development Goals (SDGs) became mean to them and we hear from Nobel Laureate, © UNESCO MGIEP every corrupt politician, every superstar, a key goal for all countries. Amongst others, Ms Tawakkol Karman on the importance of every supreme leader, every saint inclusive, quality and accessible education for education for peace. Disclaimer: The views and opinions expressed in this and sinner in the history of our species lived there- ENSURE INCLUSIVE all became a key goal for all countries. There I hope you enjoy reading this issue of magazine do not necessarily reflect the official policy AND QUALITY was also a recognition by the community that The Blue Dot. or position of UNESCO MGIEP. on a mote of dust suspended in a sunbeam.” EDUCATION FOR education will be key to achieving all other The image used on the cover of this issue of ALL AND PROMOTE SDGs. Despite this recognition, there is a The Blue Dot is purely representational and CARL SAGAN LIFELONG LEARNING serious dichotomy. ANANTHA KUMAR DURAIAPPAH conceptual in nature. PALE BLUE DOT: A VISION OF THE HUMAN FUTURE IN SPACE The education system we have now was Director, UNESCO MGIEP ISSUE 7 . 2018 1
MGIEP/2018/PI/H/1 FOREWORD Bringing learning back into education “There is immense potential for technology to be used to make learning fun and accessible through games, interactive textbooks, e-publications and H digital books umanity today faces all factories to contribute towards the growth sorts of challenges – an of wealth measured in monetary terms. increasing gap between This means we measure the outcome of the rich and poor, global education not by ‘happiness’ or ‘well- by various stakeholders including warming, rising violent being’, or ‘know-how’, instead by the educators, policymakers, curriculum extremism, growing nationalism and amount of wealth that has been generated. need to develop everywhere a mother- designers, learners themselves as well intensifying lack of understanding for This is in turn measured as the human tongue-based multilingual education. as technology experts. diversity and culture. The divide between capital of a country. Technology can play an imperative Many say that this is a rich country’s countries all over the world has never been In order for future generations to be role as a facilitator of this change and agenda. I would say otherwise. In fact, the greater. living in more peaceful and sustainable transform the traditional method of equity gap between the haves and have- The task of tackling these challenges societies, the focus of education must classroom training . Today, knowledge is nots will increase even further if we do appears rather daunting. However, we go beyond facilitating development of accessible at the click of a button. There not embrace this technological revolution. must together find a solution that can help human capital and instead focus on is immense potential for technology to be The cost of technology is dropping these issues from mounting into a larger human flourishing. This will require an used to make learning fun and accessible exponentially. The penetration rate of global crisis. overall development of young people who through games, interactive textbooks, mobile technology in Africa is a case in H.E. MR. ADAMA SAMASSÉKOU The future lies in the hands of are intellectually stimulated and are also e-publications and digital books. Through point. And what’s amazing is at which the Former Minister of Education and Former the young, who offer a tremendous ‘good’ human beings; individuals who are assessments, analytics and artificial speed the young absorb this new technology. Spokesperson for the Government of Mali opportunity for solving the issues that face empathetic and compassionate, in a true intelligence, learning can be customised The Transforming Education us. It is critical however that the young be spirit of solidarity. to suit the learner’s pace and style and Conference for Humanity (TECH), provided with the right platform and be Further, the focus needs to be optimise learning pathways for a student. organised by the UNESCO MGIEP and the equipped with the right skills in order to brought back on ‘the learner’, wherein The interactive content, immersive State Government of Andhra Pradesh, India collectively work towards achieving this the learner’s individual strengths are experiences and collaborative tools the held in December, 2017 provided one such “ “ and therefore bridging the increasing recognised and pedagogies are designed to young are consuming are also being used platform, in which experts, policymakers divide. In this, education will play a key cater to individual learner needs. We need by them to build content. The possibilities and the youth congregated to discuss the role. to shift the focus from creating factories are limitless and technology will empower future of learning. More such platforms the focus of Over the years, a large difference of workers to empowering human beings, The possibilities are the learner in ways such that no child is need to be developed and lead to concrete education must go beyond has developed in what education who work towards human flourishing. limitless and technology left behind. actions that result in creating education facilitating development of traditionally set out to achieve and what Learning should be personalised and will empower the learner in These changes are not simple to systems that are more ‘learner centric’. it now provides. The goal of our present self-paced instead of merely focus on implement and involve re-looking at It is indeed the right time for us to human capital and instead ways such that no child is education systems has been driven by the drilling in the same type of information or existing education systems in entirety. work towards bringing back ‘learning’ to focus on human flourishing need identified at the start of the industrial ‘knowledge’ to everyone at an exogenously left behind. Since systemic change is required, a education. I hope UNESCO will take the revolution- the need for skilled workers in defined pace. Moreover, there is a crucial collaborative effort needs to be undertaken lead on this in the near future. 2 ISSUE 7 . 2018 ISSUE 7 . 2018 3
MGIEP/2018/PI/H/1 CONTENTS 31 ISSUE 7 . 2018 42 • Higher Education as a Lever of Development 20 in India Bhaswati Mukherjee discusses the critical 42 COVER STORY need for policymakers to focus on higher • Rethinking Learning education in the country. Yoko Mochizuki and Nandini Chatterjee discuss OPINIONS a renewed focus on learning, the emergence of • Reimagining Globalisation and Education EXPERT PERSPECTIVES: RETHINKING LEARNING 24 Fazal Rizvi describes the requirement to rethink the ideas of global learning and global social and emotional learning as a focus area and UNESCO MGIEP’s approach to rethinking learning. citizenship education. • Educating students for their future, 7 not our past • The Future of Education Interview Andreas Schleicher on the need to provide people with a reliable compass to find their 28 Anneli Rautiainen discusses the requirement to transform the education system in Finland. 50 Tawakkol Karman (Nobel Laureate, 2011) talks about how education is important for preventing Director’s Message way through an increasingly complex world. 1 Rethinking Education • Building a Technology-Driven Environment violent extremism. By Anantha Kumar Duraiappah, • Educational TV of violence: Efficiently 31 for Collaborative Learning at Schools Director, UNESCO MGIEP 11 training the youth in aggressive behaviours Pratik Mehta on the role of technology for Youth Voices Helen Abadzi discusses how certain informal methodologies of education promote violent learning in education systems. 52 Young people speak their mind as they respond to the question “What does the future of Foreword 2 Bringing learning back into education behaviours amongst the young. 36 FEATURE education mean to you.” By H.E. Mr. Adama Samassékou, • Why Games can be Effective Pedagogy Former Minister of Education and Former 16 Chris Crowell explains how games can Crossword Spokesperson for the Government of Mali facilitate learning. 57 Follow the clues to find answers to the crossword on ‘Rethinking Learning.’ 11 The Learning Labs Aditi Pathak describes the importance of 58 Activity Bulletin What we’ve been up to at unesco mgiep. intercultural dialogue and the role of technology. TECH 39 2017 Highlights of the Transforming 3 61 Education Conference for Humanity held from December 16 -18, 2017 in Visakhapatnam. 4 ISSUE 7 . 2018 ISSUE 7 . 2018 5
MGIEP/2018/PI/H/1 expert perspectives Rethinking Learning Read about what academics, policymakers, researchers and practitioners have to say on ‘Rethinking Learning’. From focusing on teaching skills such as empathy, compassion, mindfulness, collaboration to employing artificial intelligence and gaming in future learning systems, enjoy reading diverse and contradictory views on what future education systems should look like and how learning needs to be re-thought. Andreas Schleicher is Director for Education and Skills, and Special Advisor on Education Policy to the Educating students for Secretary-General at the Organisation for Economic Co-operation and their future, not our past Development (OECD). As a key member of the OECD’s Senior Management team, he supports the Secretary-General’s strategy to produce analysis and policy Andreas Schleicher advice that advances economic growth and social progress. In addition to policy H and country reviews, he oversees the Programme for International Student ow should countries equip a sense of dislocation, political forces Assessment (PISA), the OECD Survey people to understand, emerge that are offering closed borders, of Adult Skills (PIAAC), the OECD engage with and shape the protection of traditional jobs and a Skills Strategy, the OECD Teaching and a changing world? This is promise to put the interests of today’s Learning International Survey (TALIS), the age of accelerations, generation over those of the future. and the development and analysis of benchmarks on the performance of a speeding-up of human experience In these times, we can no longer teach education systems (INES). through the compound impact of people for a lifetime. In these times, Mr. Schleicher is the recipient disruptive forces on every aspect of education needs to provide people with a of numerous honours and awards, our lives. It is also a time of political reliable compass and the navigation tools to including the “Theodor Heuss” prize, contestation. The priority of the wider find their own way through an increasingly awarded in the name of the first international community is to reconcile complex and volatile world. As future President of the Federal Republic of the needs and interests of individuals, jobs will pair computer intelligence with Germany for “exemplary democratic communities and nations within an the human knowledge, skills, character engagement”. He holds an honorary Professorship at the University of equitable framework based on open qualities and values, it will be our capacity Heidelberg. borders, free markets and a sustainable for innovation, our awareness, our ethical future. But where disruption has brought judgement and our sense of responsibility 6 ISSUE 7 . 2018 ISSUE 7 . 2018 7
MGIEP/2018/PI/H/1 OPINION OPINION to accept accountability for the products profession and who work with a high level of one’s work. This suggests a sense of of professional autonomy and within a responsibility, and moral and intellectual collaborative culture. maturity, with which a person can reflect But such people will not work as . . . schools increasingly upon and evaluate their actions in the exchangeable widgets in schools organised The perception and recognise the need assessment of what is light of their experiences and personal as Tayloristic workplaces that rely mainly and societal goals; what they have been on administrative forms of accountability for fostering ethics, right or wrong, good taught and told; and what is right or and bureaucratic command and control character and citizenship and bad in a specific wrong. The perception and assessment systems to direct their work. To attract and aim to develop . . . situation is about ethics. of what is right or wrong, good and bad the people they need, modern school empathy, compassion, It implies asking questions in a specific situation is about ethics. It systems need to transform the form of implies asking questions related to norms, work organisation in their schools to a mindfulness, purpose- related to norms, values, values, meanings, and limits. Central to professional form of work organisation fulness, responsibility, meanings, and limits. this competency is the concept of self- in which professional norms of control collaboration and regulation, in the spheres of personal, replace bureaucratic and administrative self-regulation. interpersonal and social responsibility, forms of control. The past was about drawing on constructs of self-control, received wisdom, the future is about self-efficacy, responsibility, problem- user-generated wisdom. solving and adaptability. The past was also divided – with The challenge is that developing teachers and content divided by subjects these qualities requires a very different and students separated by expectations of approach to learning and teaching and their future career prospects. And the past that will equip us to harness machines to to shape the future will partly hinge a different calibre of teachers. Where could be isolated – with schools designed shape the world for the better. This is the on their capacity to create new value. The past was about received teaching is about imparting prefabricated to keep students inside, and the rest of main conclusion OECD countries working In a structurally imbalanced world, wisdom, the future is about knowledge, countries can afford low the world out, with a lack of engagement on a new framework for curriculum design, the imperative of reconciling diverse user-generated wisdom. The teacher quality. And when teacher quality with families and a reluctance to partner referred to as ‘Education 2030’, have drawn. perspectives and interests, in local settings future needs to be integrated is low, governments tend to tell their with other schools. The future needs to Not surprisingly then, schools increasingly with sometimes global implications, will be integrated – with an emphasis on the – with an emphasis on the teachers exactly what to do and exactly recognise the need for fostering ethics, require young people to become adept in how they want it done, using an industrial integration of subjects and the integration character and citizenship and aim to develop handling tensions, dilemmas and trade- integration of subjects and organisation of work to get the results of students. It also needs to be connected a range of social and emotional skills, such offs. Striking the balance, in specific the integration of students. they want. Today the challenge is to – so that learning is closely related to as empathy, compassion, mindfulness, circumstances, between competing make teaching a profession of advanced real-world contexts and contemporary purposefulness, responsibility, collaboration demands - of equity and freedom, knowledge workers who own their issues and open to the rich resources and self-regulation. autonomy and community, innovation and in the community. Powerful learning In their Education 2030 framework continuity and efficiency and democratic environments are constantly creating for curriculum design, OECD countries process - will rarely lead to an either/or synergies and finding new ways to enhance have put creating new value, dealing with choice or even a single solution. Individuals professional, social and cultural capital tensions and dilemmas and developing will need to think in a more integrated way with others. They do that with families responsibility at the center. Creating new that avoids premature conclusions and and communities, with higher education, value, as a transformative competency, attends to interconnections. The constructs with businesses, and especially with other connotes processes of creating, making, that underpin the competence include schools and learning environments. This bringing into being and formulating; empathy, adaptability and trust. is about creating innovative partnerships. and outcomes that are innovative, fresh The third transformative competency Isolation in a world of complex learning Dealing with novelty, and original, contributing something is a prerequisite of the other two. systems will seriously limit potential. change, diversity and of intrinsic positive worth. It suggests Dealing with novelty, change, diversity Instruction in the past was subject- ambiguity assumes that entrepreneurialism in the broader sense and ambiguity assumes that individuals based, instruction in the future needs to be individuals can ‘think for of being ready to venture, to try, without can ‘think for themselves’ with a robust more project based, building experiences anxiety about failure. The constructs that moral compass. Equally, creativity and that help students think across the themselves’ with a robust underpin the competence are imagination, problem-solving require the capacity to boundaries of subject-matter disciplines. moral compass. inquisitiveness, persistence, collaboration consider the future consequences of one’s The past was hierarchical, the future is and self-discipline. Young people’s agency actions, to evaluate risk and reward and collaborative, recognising both teachers 8 ISSUE 7 . 2018 ISSUE 7 . 2018 9
MGIEP/2018/PI/H/1 OPINION OPINION to liberate learning from past conventions and connect learners in new and powerful Educational TV of violence ways, with sources of knowledge, with innovative applications and with one another. In the past, the policy focus was on the provision of education, now it needs to be on outcomes, shifting from looking upwards in the bureaucracy towards looking outwards to the next teacher, the next school and the next education system. In the past, administrations emphasised school management, now the focus needs to be on instructional leadership, with leaders supporting, evaluating and developing teacher quality and the design of innovative learning environments. The past was about quality control, the future is and students as resources and co-creators. about quality assurance. Now schools need to In the past, different students were The challenge is that such system use the potential of taught in similar ways. Now school transformation cannot be mandated systems need to embrace diversity with by government, which leads to surface technologies to liberate differentiated approaches to learning. The compliance, nor can it be built solely from learning from past goals of the past were standardisation and the ground. Governments can’t do the conventions and connect compliance, with students educated in innovations in the classroom, but they learners in new and age cohorts, following the same standard can help in building and communicating E f f i c ient l y trainin g the y o uth powerful ways . . . curriculum, all assessed at the same time. the case for change and articulating a in a g g re s s i v e b eha v i o ur s The future is about building instruction guiding vision for 21st century learning. from student passions and capacities, Government has a key role as platform helping students to personalise their Helen Abadzi is a Greek psychologist or broker, as stimulator, incentiviser and polyglot of 19 languages. She retired Helen Abadzi learning and assessment in ways that foster and enabler, and it can focus resources, after 27 years as a senior education “ engagement and talents, and its about set a facilitative policy climate and use specialist at the World Bank and is O encouraging students to be ingenious. accountability and reporting modifications currently a researcher at the University School systems need to better recognise to encourage new practice. of Texas at Arlington. To improve the n a recent flight, I sat next Boys always engaged that individuals learn differently, and But education needs to better identify outcomes of education investments, she to a 3-year old Korean boy, differently at different stages of their key agents of change and champion them regularly monitors research in cognitive who was watching a cartoon in mischief; but organised lives. They need to foster new forms of and to find more effective approaches for psychology and neuroscience. The video on a tablet. Two bullying and attacks have implications are often counterintuitive, educational provision that take learning scaling and disseminating innovations. characters were hitting each multiplied in recent years suggesting that education can greatly to the learner in ways that allow people to That is also about finding better ways other. Every time one struck the other, the improve by using the often little-known learn in the ways that are most conducive to recognise, reward and give exposure boy cried out with pleasure and slapped the neurocognitive research. Dr. Abadzi to their progress. We need to take to to success, to do whatever is possible to writes articles, books, and blogs that seat with his hand. Clearly he was learning stepped aside and started kicking each heart that learning is not a place but an make it easier for innovators to take risks integrate the research findings and offer something that engaged the emotional areas other with the skill of a Kung Fu master, activity. As well as countering educational and encourage the emergence of new solutions. She also lectures in various of his brain. What was he learning, and how while the teacher was trying to impose disadvantage, this will capitalise on the ideas. The past was about public versus universities and is a frequent speaker will he use it later? some discipline with a voice hoarse from strengths of the most talented students. private, the future is about public with in international conferences. Topics It was in a primary school a few months constant shouting. These were just two In the past, schools were technological include learning methods, reading later where the learning outcome came. events in the course of 5 minutes. Just up private. in multiple languages, numeracy, islands, with technology often limited to These challenges look daunting, but It was at a boys’ middle-class school in the stairs, a group of third graders were adult literacy and skills development, supporting existing practices, and students many education systems are now well on the Middle East. First graders lined up pulling the hair of a short first grader who creativity, accountability, and others. Her outpacing schools in their adoption and their way to find innovative responses publications are at http://uta.academia. to go to lunch. Suddenly one boy pushed ran into the library crying. The boys waited consumption of technology. Now schools to ensuring that the next generation is edu/HelenAbadzi another onto a line of students who all fell outside for him, until a cousin came by and need to use the potential of technologies learning for their future, not our past. down. They started screaming. Two boys rescued him. 10 ISSUE 7 . 2018 ISSUE 7 . 2018 11
MGIEP/2018/PI/H/1 OPINION OPINION Was the school climate like this ten evolved to facilitate learning of movements. with a gun aimed at the viewer. The various years ago? The older teachers emphatically The imitation is not exact but adapts to media have thus brought this content Watch-and-imitate said no. Boys always engaged in mischief; circumstances. This constitutes informal perhaps to almost every child on the planet. sequences form the but organised bullying and attacks have education; unlike formal education, it takes So, millions of boys such as the three- rudiments of education... multiplied in recent years. Teachers would place at all hours. We watch and perform the year old Korean receive individualised and Aggressive acts seem easy stop one fight, and another one would start. movements of the majority and of the role efficient training on how to hit others, pick Windows rattled, desks overturned. Some we expect to have in the future. up guns, shout, threaten, take hostages, to imitate. would jump on tables, scream, and ignore Aggressive acts seem easy to imitate. punish those who disobey. They watch the teacher. When alone, individual boys This was demonstrated in the United characters who competently and instantly 1 would behave peacefully, but in a group, States in the 1960s . Children watched a pull out weapons, often defending women they paralysed the class. Those who wanted TV character hit a big doll, and later they who helplessly cry to be rescued. Children to study were deprived of opportunity. were put in a room with that same doll. may watch 2-3 murders per minute, with Evolutionary psychology research They were more likely to hit the doll than fake blood flowing. And these training shows that through play children practice children who had not watched the video. programmes run multiple times per day. the skills they will use later in life and also Many studies since then have had similar A better training strategy to raise aggression establish hierarchies of ability. Children are results (see references on page 15). A 2017 would have been impossible to build. experts at imitating sequences, such as the study demonstrated that children who Compared with males who have not steps of a dance, and compiling them into were shown guns being used in movies played violent video games, males who do fluent sequences. The acts are not random. found guns in a toy room and used them. play them are 67 per cent more likely to Millions of years ago some animals survived Those who had not been shown guns in Violence was engage in non-violent deviant behavior, because they could learn from their peers. movies, used them at a much lower rate2. The emotional connections facilitate produced since the and 63 per cent more likely to commit Watch-and-imitate sequences form the rudiments of education and are common consolidation. Once a child learns to hit a movie industry a violent crime or a crime related to 3 violence . And like a canary in the mines, among mammals, including ants. The doll or joyfully imitate aggressive cartoons, started the effects of aggression training appear in animals that learned most efficiently it is unclear what forces will mitigate it. the first grade. left more descendants, and they passed The predilection for copying aggressive Girls are affected in perverse ways. acts may be due to evolutionary forces on groups and expropriate their wealth. Attack learning abilities to their next generation. They may also become violent and kill girls male roles. Humans have survived the harsh behaviours have been a key skill, and may be Specialised neurons in the brain, they dislike, as some news stories show. Paleolithic circumstances through labour why boys practice it with each other. They sometimes called mirror neurons, have But evolution has prepared women to look division. Women bore and raised children, also tend to find pleasure in explosions, racing police cars, blood, and weaponry. for strong defenders and providers. Thus while men coalesced in groups to defend The evolutionary adaptation to learn many are attracted to violent men, even the community territory or to attack other such skills creates interest, which the under risk of abuse. Men to some extent act movie and video industry have exploited. violently because of female approval. And mating with aggressive males helps pass Evolutionary Violence was produced since the movie industry started, but it was limited by aggression-related traits to pass to the next psychology technology and actions feasible by male generation. This tendency has gone on for thousands of years, but the many cases of research shows adults. In the mid-20th century, violent movies featured cowboys and Indians, girls who followed ISIS fighters to Syria that through The feats of aggression and Kung Fu, or cartoons such as Roadrunner. bring this phenomenon into a sharp focus. So what do researchers say today? play children risk are now superhuman But now technology has created digital Admittedly it is hard to attribute aggressive characters and scenes that are only limited practice the and not merely available acts to movies watched long-ago, but links by the producers’ imagination. The feats of for watching. They can be skills they will practiced in videogames. aggression and risk are now superhuman are clearly there. Violent content raises the probability of violent verbal encounters. It is and not merely available for watching. They use later in life Children now practice car can be practiced in videogames. Children not a coincidence perhaps that humans have thefts, shooting aliens or now practice car thefts, shoot aliens or been affected at the population level. There ancient warriors or defend medieval is an explosion of violence in the world. Men ancient warriors or defend castles. Violent content gets viewership and may not necessarily kill others, but they tend medieval castles. sells ads. It is almost impossible to turn on to become more verbally aggressive. They the television without finding a channel engage in bullying in schools, trolling on the 12 ISSUE 7 . 2018 ISSUE 7 . 2018 13
MGIEP/2018/PI/H/1 OPINION OPINION and violence may rise further. Bands of Sample of studies attesting to the JAMA pediatrics, 171(11), 1040-1041, doi:10.1001/ Markey, P. M., & Markey, C. N. (2010). Vulnerability effects of media violence jamapediatrics.2017.2383 to violent video games: A review and integration of aggressive men may drive women into personality research. Review of General Psychology, 14 AAlia-Klein, N., Wang, G. J., Preston-Campbell, R. N., Cikara, M., Jenkins, A. C., Dufour, N., & Saxe, R. retreat from the free movement and (2), 82-91, doi: 10.1037/a0019000 Moeller, S. J., Parvaz, M. A., Zhu, W. & Fowler, J. S. (2014). Reduced self-referential neural response labour force participation that they have (2014). Reactions to media violence: it’s in the brain during intergroup competition predicts competitor Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. harm. NeuroImage, 96, 36-43, doi: 10.1016/j. (2014). Competence-impeding electronic games and enjoyed since the 20 century. Wars th of the beholder. PloS one, 9(9), e107260, doi:10.1371/ neuroimage.2014.03.080 players’ aggressive feelings, thoughts, and behaviors. journal.pone.0107260 may multiply and create larger areas of Journal of personality and social psychology, 106(3), Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Coyne, S. M., Stockdale, L., Linder, J. R., Nelson, D. forced migration and environmental 441. Bushman, B. J., Sakamoto, A. & Saleem, M. (2010). A., Collier, K. M., & Essig, L. W. (2017). Pow! Boom! contamination. Devolution is Kablam! Effects of viewing superhero programs Riva, P., Gabbiadini, A., Lauro, L. J. R., Andrighetto, L., Violent video game effects on aggression, empathy, and on aggressive, prosocial, and defending behaviors Volpato, C., & Bushman, B. J. (2017). Neuromodulation conceivable in many areas, with humans prosocial behavior in eastern and western countries: a in preschool children. Journal of abnormal child can reduce aggressive behavior elicited by violent meta-analytic review, doi: 10.1037/a0018251 driven back to the Paleolithic era that psychology, 1-13, doi: 10.1007/s10802-016-0253-6 video games. Cognitive, Affective, & Behavioral Anderson, C. A., & Bushman, B. J. (2001). Effects of Neuroscience, 17(2), 452-459, doi:10.3758/s13415-016- required aggressive adaptations. And violent video games on aggressive behavior, aggressive Dillon, K. P., & Bushman, B. J. (2017). Effects of 0490-8 cognition, aggressive affect, physiological arousal, exposure to gun violence in movies on children’s with the changing climate and depleting Robertson, L. A., McAnally, H. M., & Hancox, R. J. and prosocial behavior: A meta-analytic review of the interest in real guns. JAMA pediatrics, 171(11), 1057- natural resources, humans may be 1062, doi:10.1001/jamapediatrics.2017.2229 (2013). Childhood and adolescent television viewing scientific literature. Psychological science, 12(5), 353- and antisocial behavior in early adulthood. Pediatrics, unable to climb out of that. 359, doi: 10.1111/1467-9280.00366 Engelhardt, C. R., Bartholow, B. D., Kerr, G. T., & 131(3), 439-446, doi: 10.1542/peds.2012-1582 Justifiably, UNESCO is searching for Anderson, C. A., Carnagey, N. L., Flanagan, M., Bushman, B. J. (2011). This is your brain on violent Rusch, H., Leunissen, J. M., & van Vugt, M. Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). video games: Neural desensitization to violence counter-measures. UNESCO MGIEP is predicts increased aggression following violent (2015). Historical and experimental evidence of Violent video games: Specific effects of violent content sexual selection for war heroism. Evolution and developing an online course on empathy, on aggressive thoughts and behavior. Advances in video game exposure. Journal of Experimental Human Behavior, 36(5), 367-373, doi: 10.1016/j. experimental social psychology, 36, 199-249. Social Psychology, 47(5), 1033-1036, doi: 10.1016/j. compassion, mindfulness and critical evolhumbehav.2015.02.005 jesp.2011.03.027 inquiry. But the effects of violent media Andersen, K. (2017). Fantasyland: How America went Swann Jr, W. B., & Buhrmester, M. D. (2015). Identity internet, raping, harassing, and disparaging haywire: A 500-year history. Random House. Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., fusion. Current Directions in Psychological Science, are so instructional to the implicit Guadagno, R. E., & DeCoster, J. (2012). Effect of playing women. Desensitisation to suffering and Bandura, A., Ross, D., & Ross, S. A. (1963). Imitation 24(1), 52-57, doi: 10.1177/0963721414551363 cdps. memory system, that educational violent video games cooperatively or competitively on of film-mediated aggressive models. The Journal of sagepub.com There is a explosion of death creates bizarre phenomena, such as subsequent cooperative behavior. Cyberpsychology, curricula are like a bandaid to a gunshot Abnormal and Social Psychology, 66(1), 3, doi:10.1037/ a 17-year old girl coaching her boyfriend by Behavior, and Social Networking, 15(5), 277-280, doi: Towers, S., Gomez-Lievano, A., Khan, M., Mubayi, A., & h0048687 violence in the world. wound. 10.1089/cyber.2011.0308 Castillo-Chavez, C. (2015). Contagion in mass killings phone to commit suicide. Barash, D. P. (2014). Buddhist biology: Ancient Eastern and school shootings. PLoS one, 10(7), e0117259, Billions are invested Thus there is an explosion of violent Somehow UNESCO must advocate for a wisdom meets modern Western science. Oxford Ferguson, C. J., Garza, A., Jerabeck, J., Ramos, R., https://doi.org/10.1371/journal.pone.0117259 & Galindo, M. (2013). Not worth the fuss after all? in violent media and ban of violent media. This certainly seems University Press. Van den Bulck, J. Çetin, J., Terzi, Ö., & Bushman,B. J. gangs, terrorism, mass murders, school Cross-sectional and prospective data on violent video unrealistic and will not happen in the next Bartholow, B. D., & Anderson, C. A. (2002). Effects of game influences on aggression, visuospatial cognition (2016). Violence, Sex, and Dreams: Violent andSexual videogames . . . shootings, multiple civil wars, cybercrime, violent video games on aggressive behavior: Potential and mathematics ability in a sample of youth. Journal Media Content Infiltrate Our Dreams at Night. decade. And even if new productions are threats between the US and North Korea. sex differences. Journal of Experimental Social of youth and adolescence, 42(1), 109-122, doi:10.1007/ Dreaming, 2016, doi: 10.1037/drm0000036 banned, old movies and games will remain Psychology, 38(3), 283-290, doi:10.1006/jesp.2001.1502 s10964-012-9803-6 These suggest that aggressive actions start Willoughby, T., Adachi, P. J., & Good, M. (2012). A more easily now than 10-20 years ago. And available in practically every corner of Bavelier, D., Green, C. S., & Dye, M. W. (2010). Children, Furuya-Kanamori, L., & Doi, S. A. (2016). Angry birds, longitudinal study of the association between violent wired: For better and for worse. Neuron, 67(5), 692-701. angry children, and angry meta-analysts: a reanalysis. video game play and aggression among adolescents. the perpetrators know what to do. They the world. Banning the content will only Perspectives on psychological science, 11(3), 408-414, Developmental psychology, 48(4), 1044. make it more desirable. And it may be Beck, V. S., Boys, S., Rose, C., & Beck, E. (2012). use guns fluently and easily, and they teach Violence against women in video games: A doi: 10.1177/1745691616635599 their comrades the missing skills. insufficient to stop some children from prequel or sequel to rape myth acceptance?. Fischer, P., Kastenmüller, A., & Greitemeyer, T. Journal of interpersonal violence, 27(15), Blogs and review articles on the effects Many researchers have raised alarms and being trained. They may just be more (2010). Media violence and the self: The impact of 3016-3031, http://journals.sagepub.com/doi/ personalized gaming characters in aggressive video of media violence publicised study results. Even daily news vulnerable to the bullies who have. There abs/10.1177/0886260512441078 games on aggressive behavior. Journal of Experimental http://www.dana.org/Cerebrum/2009/Video_Games_ featuring criminals generate additional is a perverse reason to continue aggression Bushman, B. J., & Anderson, C. A. (2009). Comfortably Social Psychology, 46(1), 192-195, doi: 10.1016/j. Affect_the_Brain%E2%80%94for_Better_and_Worse/ training among all males. numb: Desensitizing effects of violent media on helping jesp.2009.06.010 events. But the only outcome is scientific http://www.educationalneuroscience.org.uk/ others. Psychological science, 20(3), 273-277. Greitemeyer, T., & Mügge, D. O. (2014). Video games neuromyth-or-neurofact/violent-video-games-make- publications and interesting editorials. So will our Paleolithic past control Bushman, B. J., & Anderson, C. A. (2001). Media do affect social outcomes: A meta-analytic review of children-more-violent/ Policymakers at the national or international humanity’s future? UNESCO should the effects of violent and prosocial video game play. violence and the American public: Scientific facts https://www.theguardian.com/science/head- levels are not giving much thought to this become a voice of reason and science on versus media misinformation. American Psychologist, Personality and Social Psychology Bulletin, 40(5), 578- quarters/2015/apr/07/games-and-social-media-is- 56(6-7), 477. 589, doi: 10.1177/0146167213520459 there-any-scientific-evidence-for-digital-neglect threat. It is easy to see why. Billions are human violence. It may initiate plans of action and obtain the buy-in of donors Bushman, B. J., & Gibson, B. (2011). Violent video Greitemeyer, T., & Osswald, S. (2010). Effects of https://aeon.co/ideas/how-video-games-unwittingly- 1 Bandura, Albert; Ross, D.; Ross, S. (1963). invested in violent media and videogames, prosocial video games on prosocial behavior. Journal “Imitation of film-mediated aggressive models”. games cause an increase in aggression long after train-the-brain-to-justify-killing as well as in guns. Men are willing to pay for and influential governments. the game has been turned off. Social Psychological of Personality and Social Psychology, 98, 211-221. Journal of Abnormal and Social Psychology. http://public.psych.iastate.edu/caa/abstracts/2000- 66: 3–11. doi:10.1037/h0048687 violent content, and companies are happy In the 1920s, the independence of and Personality Science, 2(1), 29-32, doi: Kelly, C. R., Grinband, J., & Hirsch, J. (2007). Repeated 2004/01ba.ap.pdf 10.1177/1948550610379506 to profit. Thus, it is currently impossible to India seemed equally improbable. But exposure to media violence is associated with 2 Christakis, D. A. & Rivara, F. P. (2017). Guns https://www.psychologytoday.com/blog/pop- Carnagey, N. L., Anderson, C. A., & Bushman, B. diminished response in an inhibitory frontolimbic and Violent Media—A Toxic Mix With an Available stop the training of the young. Mahatma Gandhi, armed only with psych/201610/violence-in-games-does-not-cause- Antidote. JAMA Pediatrics, September 25, 2017. J. (2007). The effect of video game violence on network. PLoS One, 2(12), e1268, https://doi. real-life-violence doi:10.1001/ jamapediatrics.2017.2383 In another decade, most adult males moral fortitude practiced non-violence physiological desensitization to real-life violence. org/10.1371/journal. pone.0001268. Journal of experimental social psychology, 43(3), http://www.apa.org/pi/families/review-video-games. 3 Beck, V. S., Boys, S., Rose, C., & Beck, E. of the earth will have gone through the and overcame impossible odds. Perhaps Li, L., Chen, R., & Chen, J. (2016). Playing action 489-496. pdf (2012). Violence against women in video games: video games improves visuomotor control. aggression training programmes. How UNESCO MGIEP, with its scientific A prequel or sequel to rape myth acceptance? Christakis, D. A., & Rivara, F. P. (2017). Guns and Psychological science, 27(8), 1092-1108, doi: http://www.apa.org/science/about/psa/2003/10/ Journal of interpersonal violence, 27(15), will daily aggression levels change? No orientation to peace is the right institute Violent Media—A Toxic Mix With an Available Antidote. 10.1177/0956797616650300 anderson.aspx 3016-3031. mitigating forces are visible at this time, for this task. 14 ISSUE 7 . 2018 ISSUE 7 . 2018 15
MGIEP/2018/PI/H/1 OPINION Why Games Kids are Makers The thing is, society is constantly evolving. Looking through the lens of technological progress, we’ve witnessed and Digital can be Effective Natives some massive changes from the norms of the last century. In a few decades, Pedagogy we’ve gone from assembly line factory In addition to the need to develop these jobs and vacuum tube powered, room- modern skillsets, educators are faced with sized computers, to the lightning fast the second generation of students who interactivity of the digital world that is have grown up with the modalities of the Chris Crowell transforming every sector, including digital era. They are used to being able to schools. Dealing with the differences drive every choice, communicate instantly, created by the march of progress is nothing and access any information with the tap of Chris ‘Wombat’ Crowell is a Game new. 3000 years ago, Heraclitus quipped a finger. Modern education needs to meet Designer and Creative Director with that ‘The only thing that is constant is the expectations of these students in order 20+ years experience creating a wide change’, which serves to illustrate the to engage and challenge their curiosity and range of critically acclaimed games. timeless nature of societal evolution, and intellects. He has worked with globally known the need to constantly re-evaluate and brands such as NASCAR, Tiger Woods, update the engines of society, including Sim City, The Sims, Open Season, education. Indiana Jones, and Kung Fu Panda. He co-founded the online division at In response to this changing world, Games are Tools Behavior Interactive, developing the pedagogy as a whole is undergoing a for 21st Century fundamental evolution. While basic kids MMO Monkey Quest in partnership with Nickelodeon. At Tribal Nova, as comprehension and skills in language Competencies Creative Director he helped launch literacy, mathematics, science, and art Games, Gamification of Learning, and the Woozworld startup, a virtual world are still essential; the current digital era Game Based Learning are not intended for tweens. At Ganz Studios (home of demands a new set of transferable skills to as replacements to any current effective WebKinz), he directed the creation of meet the needs of a rapidly changing world. pedagogy. Rather, these approaches can be the Tail Towns MMO and social game Globally, many educators are developing valuable additions to the teaching toolbox for Facebook. new standards under the umbrella title that educators can leverage to engage In recent years, Chris has shifted his of 21st Century Competencies. Core to the modern learner. The 3rd principle of focus towards working with educators these competencies are the mental habits Adler’s ‘Paideia Proposal’ is ‘The primary to create engaging and effective of logic, tenacity, and creativity honed cause of learning is the activity of the Game Based Learning and Gamified by challenging gameplay. The opening Digital Education experiences. He child’s mind, which is not created by, but has worked with leaders in this field statement of 21st Century Competencies: only assisted by the teacher’. Game Based such as Glass Labs, Pearson, and Foundation Document for Discussion reads Learning puts the student in the driver’s TVO to develop cutting edge projects in part “Researchers acknowledge that seat, with the teacher’s role shifting from such as Pearson’s Insight Learning the need to engage in problem solving ‘sage on the stage to guide on the side’. System and TVO’s mPower suite of Physical and digital games are being increasingly used by and critical and creative thinking has What follows is a review of a number of classroom games. He is currently educators as engaging and effective learning experiences. While ‘always been at the core of learning and core properties of games and Game Based working at ProdigyGame.com, a innovation’1. What’s new in the 21st massively multiplayer game played by many resist this as ‘frivolous fun’, there are valid reasons why Learning that support this premise, and century is the call for education systems to games work as a pedagogical tool. that also contribute to the development of “ millions of elementary students that emphasise and develop these competencies mixes gameplay with grade 1-8 math 21st Century Competencies. in explicit and intentional ways through P curriculum. deliberate changes in curriculum design Chris has served on the Board ondering the mandate of education is a The function of and pedagogical practice. The goal of these of Directors for the International Game Developers Association, and popular sport, with pundits forwarding education, therefore, is changes is to prepare students to solve Agency and is a founder of the Positive Impact The Ongoing diverse views, but most agree on the basics: the role of education is to to teach one to think messy, complex problems – including problems we don’t yet know about – Responsibility Games SIG. In 2014, he was honoured intensively and to think to participate in the White House Educational Game Jam. Evolution prepare the student for participation in society by presenting essential information, and critically. associated with living in a competitive, globally connected, and technologically The player controlled interactivity of games is a key differentiator from other of Education guiding expertise in foundational skills. Dr. Martin Luther King intensive world.” forms of media, and especially different 16 ISSUE 7 . 2018 ISSUE 7 . 2018 17
MGIEP/2018/PI/H/1 OPINION OPINION Critical Thinking constrain the play in terms of the game and setting of goals, and the student is free to boomed, to the current ‘sixty-five percent of American households are home to someone social lessons and Problem The growing legion of use the tools available in that space to test who plays video games regularly’. If there progressive educators can be Solving prove that games ARE the boundaries of the concepts, and assess the efficacy of multiple solutions. WAS a correlation, then we would surely be swimming in mass murderers who were packaged in an An engaging game experience entails effective pedagogy, and infected by their game experiences. Per the entertainment overcoming a series of challenges in pursuit we can expect them to numbers, ‘Violence In Games Does Not envelope. of a goal. The player is presented with some kind of obstacle, and must use his/her be a standard tool in the Assessment and Cause Real-Life Violence’ seems to be the rational, if rather boring, conclusion. If available game actions to create a solution 21st Century classroom. Differentiation anything, there is a case to be argued that the that gets the player past the obstacle and emotional outlets and psychological role- A digital game can be designed to constantly further toward his/ her goal. Whether the play experimentation offered by videogame and invisibly capture granular play metrics One great power of from the didactic paradigm of classroom game is as simple as Tic Tac Toe or as complex for each student. The play metrics can be experiences have had a deflating effect on violence. games in the classroom lecture focused on rote memorisation as World of Warcraft, the act of playing a game translated to reports on a teacher dashboard and repetition. A core element of any is a constantly repeating loop of observation, There is even an argument to be made is that students to allow differentiated instruction and game experience is agency. Agency is the analysis, planning, execution, and feedback. for considering violent games as classroom experience cause and assessment that is tailored to the individual content. Consider that all media has a range ability to take meaningful action, which While this analysis process is implicit in student, such as when a student is having effect firsthand, and conveys an associated responsibility for all game loops, some games, such as Body of content that includes violent content. problems with particular concepts. realise that actions the results of those actions. As Spider- Battle, offer a familiar explicit problem Consider the violent themes in classic In real time, a digital game can also adjust have repercussions. Man likes to say, “With great power solving paradigm in the form of ‘detective’ classroom literature such as The Diary of Anne the gameplay in response to the metrics to comes great responsibility”, which is not style gameplay where clues are given. The Frank or The Iliad. Raging Bull is presented serve up the next set of problems at just the only valuable advice, but good reminder player must explore and analyse the clues to in film studies as a cinematic masterpiece, right level of challenge for each student. that social lessons can be packaged in an find the solution. No matter whether explicit but it is also an unflinchingly violent movie. These metrics can inform the scaffolding entertainment envelope. The relevant or subtly implicit, engagement in a digital Grand Theft Auto is a massively popular game provided by game help systems, to provide point is that ANY power should have an game experience comes from the challenge series with an anti-social dystopian worldview instant assistance aimed at the specific associated responsibility. In a game, the of correctly using critical thinking skills where violence is a key mechanic. Yet, Toronto difficulties the student is experiencing at player must observe the game state and in each of those loop phases to solve the teacher Paul Darvasi was able to use this precisely the moment of maximum relevance. create a mental model that makes sense of problem and create a positive outcome. game experience, shared by the majority of the game elements, the player’s own goals, his students, to lead a discussion about social Examples of Games privilege in the real world. Treating games available actions, and potential success at Based Learning But what about as a valid medium allows teachers to reach each of those actions...and what is likely to Mastery and happen as a result of those actions. Every the Violence? students in a familiar format, bringing forth action (including taking no action) will Resilience Educators use the incredibly popular game of exploration and creativity No conversation about the effects of video discussions about their games in addition to the movies and novels they also consume. have an impact on the state of the game. Games are elastic interactive spaces where Minecraft EDU to teach everything In regard to games in the classroom, one The student is not only able to make his/her games can ignore the constant question of curriculum concepts can be encountered in from mathematics (implicit in own choices on an action by action basis but whether exposure to violent games increases must note that like any other teaching tool, familiar scenarios. In an explicit example everything from quantities in is responsible for the analysis and strategy violence in real life. While this question is the inclusion of a game in the curriculum is recipes to time planning) to Spanish of curriculum concepts used in a Game provocative, the assumption of a big problem entirely under the teacher’s control. that eventually results in success or failure language. Games such as Prodigy Based Learning framework, one game is unsubstantiated. at achieving his/her goals. One great power are using gamification techniques from mPower has students use math Like film and television, not all games are of games in the classroom is that students to engage millions of students in experience cause and effect firsthand, and concepts such as protractors and geometric angles to navigate a small boat on a river a wizard filled game world that has answering math questions as ‘violent’. There are untold numbers of games of all sorts, and the discussion should be Summary realise that actions have repercussions. as part of a trash collection job. Using the method for casting magic spells. centered on the particulars of each game. A Of course, there is no such thing as a silver concepts over and over gives meaning to Classcraft has been used to gamify quick check on the best-selling games of all bullet that solves all problems, and games the concepts, and creates a mental pattern the regular classroom work with in time shows only two ‘violent’ games, with the as part of learning is just another tool for No matter whether explicit or subtly implicit, engagement library for use in the real world. school rewards and collaboration. puzzle game Tetris taking the top spot. educators to use. But it is a VERY strong tool, As a virtual reality, games offer a safe Portals such as Edutopia and In reality, violent crime is in decline in and should be understood and used properly. in a digital game experience comes from the challenge of Edtech can be gateways to many space to experiment with the curriculum the USA. The FBI reports that violent crime The growing legion of progressive educators correctly using critical thinking skills in each of those loop more games, and the communities concepts, with the freedom to learn from per 100,000 in 1997 was 611. In 2016 the prove that games ARE effective pedagogy, phases to solve the problem and create a positive outcome. failure, applying that new knowledge of educators who use them. rate was 386. This massive drop is over the and we can expect them to be a standard tool towards eventual success. The teacher can same period where video game playing has in the 21st Century classroom. Trilling & Fadel, 2009, p. 50 1 18 ISSUE 6 . 2017 ISSUE 7 . 2018 19
You can also read