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Lesson Investigation 6
Lesson Investigation 6
Jingyu Yuan
Lesson 6 is mainly talks about learning from hobbies, clubs, video games, team sport
This is another playful way of learning that may give people a bad impression that children
just having fun instead of learning. Not all of the games are not useful for learning and not all the
“play time” is not a way of learning. Using those opportunities wisely is the most important thing
In the first article talks about learning club that helps students that struggling with reading
and writing. Literature circles and book clubs are often used interchangeably and share similar
grouping procedures, and they both offer spaces f or students to participate in facilitated
conversations about common texts, which are genera (Casey. K, 2008). The way they work in a
smaller group helps student share their thoughts and communicate better. Teacher as a facilitator
in the group and then students can work on their own which is motivating students engaging more.
Joining learning club is a great way for interested students to build their learning habits and learn
about team work. They have to work with different people which helps them develop the team
And then, another way of learning is through video games. Good games trigger deep
learning that is itself part and parcel of the fun (Gee. P, 2005). Learning by its design helps students
learn more about the games other than playing it. There are so many good games that giving players
some learning objectives that really straight forward like learning math, team work, problem
solving, etc. when players play in massive multiplayer games, they often collaborate in teams, each
using a different, but overlapping, set of skills, and share knowledge, skills, and values with others
both inside the game and on various Internet sites (Gee. P, 2003). Good games are motivating
which means they help players learn. When they are playing video games, they are engaging their
hands and minds, so they can win the game on their own or with the team. They will learn about
team work a lot when the games have required them to be a group. They can figure out what’s the
All the learning is connected, the personal, social, cultural, and tangible dimensions
participation in terms of both production and connectivity (Kumasi, K. 2014). Being part of the
group and using other “non-formal” way of learning is the chance that connect all the dimensions
together which is really helpful for students develop their skills in a comprehensive aspect.
As we can see from all the research articles, playing video games, join club, or doing sports
are both informal ways of learning. This could be really helpful when the students are motivated
and interested in the learning objectives. They will take away from the activities much more than
we can imagine.
Reference:
Casey, H. K. (2008). Engaging the Disengaged: Using Learning Clubs to Motivate Struggling
Adolescent Readers and Writers. Journal Of Adolescent & Adult Literacy, 52(4), 284-294.
Gee. J. P. (2005). "Learning by Design: good video games as learning machines". E-Learning,
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York:
Palgrave Macmillan.