The capacity to experiment with the
surroundings as a form of problem solving is a new media skill that has emerged
since the development of the Internet, under the term of PLAY (Jenkins,
Purushotma, Weigel & Clinton, 2006, p. 36). I believe this new media
literacy is imperative to start at a young age as it stimulates a young mind’s
imagination and stimulates problem solving. It is a new way of learning that
has been developed since the creation of technology, and utilizes technology to
its fullest potential. Personally, I remember using different programs on the
computer in my younger years of elementary school that simply seemed like games
to me, but in actuality they were games involving math and other learning
activities.
There is an innumerable amount of examples
where technology is used in education to further an individual’s knowledge.
Whether it be a specific game particularly designed as an educational tool or
using social media as a game by simply collecting as many “likes” or “retweets”
on a tweet posted. Some of this playing may involve hard work, but at the end
of the day, individuals playing these games consider them to be fun unlike
schoolwork (Jenkins et al., 2006, p. 37).
One game I will always remember playing in
computer lab in grade 1 and 2 is called “Math Circus”. This game provided me and
many others with hours of fun while teaching me how to do simple math. This
game may be slightly outdated but there are newer games that provide the same
education, for example “Leap Frog Math
Circus”. Here are several pictures illustrating different fun games that
could be played to further education.
A more updated idea of playing in the
classroom at the University level could be seen when using TopHat. This is a
interactive teaching platform that helps professors create an interactive
lecture experience (Buckler, 2013). This
quizzing platform allows professors to quiz the students and can create a
competitive atmosphere to see who can get the most answers correct.
Play is an essential part of learning and
is a new media skill that everyone should pay attention to.
References
Buckler, G. (2013, June 4th). Toronto start-up top hat’s software boosts
student participation. Retrieved from http://www.itbusiness.ca/news/toronto-startup-top-hats-software-boosts-student-participation/35618
Jenkins, H., Purushotma, R., Weigel, M., & Clinton, K.
(2006). Confronting the challenges of participatory
culture: Media education for the 21st century. Cambridge, MA:
The MIT Press.


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