One new concept that particularly resonated with me, was that of edutainment, referring to the wide range of products that claim to integrate learning and play. Although generally regarded as making learning experiences fun and engaging, Resnick notes that they often miss the point; learning doesn’t have to be a horrible encounter that needs to be sugarcoated. One aspect of these technologies that hadn’t occurred to me before reading this article was that learners are only passively engaged in the learning; they are consumers, not creators. But how can we get students to be creative and active in their learning, through technology? If standard ‘fun’ computer software doesn’t cut it, what does?
Enter the next mind-blowing concept; an innovative technology called Crickets!

The article made me wonder how, as a teacher, I will ensure that my students not only learn to use technology in this tech-savvy world, but that they are using it in such a way that allows them to be truly engaged and creative? I don’t think there is any simple answer to that question, nor a quick fix solution. However, one certainty is that teachers with this goal in mind will need to undertake continuous reflection on their practice if there is to be any chance of attaining it.
Article Reference:
Resnick, M. (2006). Computers as Paintbrush: Technology, Play, and the Creative Society. In Singer, D., Golikoff, R., and Hirsh-Pasek, K. (Eds.), Play = Learning: How play motivates and enhances children’s cognitive and social-emotional growth. Oxford: Oxford University Press.
Thanks to flickr for Image: 'Tettigonia Viridissima'
http://www.flickr.com/photos/37229393@N07/4743044862
http://www.flickr.com/photos/37229393@N07/4743044862
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