(Switch Automation, 2014)

(Switch Automation, 2014)

(Crazy 4 monograms, n.d.)

(Crazy 4 monograms, n.d.)

Digital blurring was the focus for this week. The most meaningful learning arose from exploring the skills we can transfer from our personal digital worlds, into the real world. This knowledge is critical to me as a future teacher, as students spend hours engrossed in digital technologies. Half of all babies in the United States have used a computer or smartphone before age two (Media Literacy Learning House, n.d.). This exposure illuminates how young children transition into digital natives. Howell (2014) highlights a few transferable digital technology platforms through gaming, that promote the idea of digital blurring. Howell (2014) attests platforms, although controversial, include hand and eye coordination and accelerated development of fine motor skills.

(Nelson Education, 2012)

(Nelson Education, 2012)

This week challenged me to produce a video game. Surprisingly, unlike previous digital technologies I found Splodder to be quite user friendly. I discovered learning is more prevalent when games are designed to address a specific problem or to teach a certain skill. Griffiths (2002) studies have concluded age appropriate gaming can produce a reduction in reaction times, improved hand eye coordination and raise player self-esteem. McGonigal (2013) attributes increased self-esteem to epic winning, attesting self-esteem is boosted through obtainable challenges available in games. As a next step, I need to research age appropriate games that can in integrated into the classroom to enhance learning objectives.

Below is a Slideshare by McGonigal addressing 10 practical ways a teacher can integrate gaming into the classroom



Crazy for Monograms. (2014). Using Wii in the Maths classroom.

Retrieved from http://suntansandlessonplans.blogspot.com.au/2013/11/using-wii-in-math-classroom.html


Griffiths, M. (2002). The educational benefits of video games. Education and Health. 20

(3). Retrieved from http://dh101.humanities.ucla.edu/DH101Fall12Lab4/archive/files/6070f0882cc89baa5a12992aaea56028.pdf


Howell, J. (2014). Living and learning in a digital world: mod 02 04 week 7 [ilecture].

Retrieved from http://echo.ilecture.curtin.edu.au:8080/ess/echo/presentation/9d8a1cd3-f679-4184-8791-6765f6454274


McGonigal, J. (2010). Gaming can make a better world. Retrieved from



Nelson Education. (2014). Are you game-ifying your class. Retrieved from



Media Literacy Learing House. (n.d.). New study tracks Americans news habits. Retrieved

from http://www.frankwbaker.com/mediause.htm


Switch Automation. (2014). Trend talk + pitch off: The digital-physical blur. Retrieved

from http://gamifier.com/gamification-blog-posts/gaming-in-the-classroom/




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