Friday, October 17, 2008


For me, it seems like everything today is about the new technological gadget out there. I am not saying I don't fall prey to this evil technological mastermind of a world, because I most definitely do. I own a cell phone, a laptop (courtesy of Berea), a desktop, a Zune, yada yada yada. I am not saying any of these things are bad inventions. The phone keeps me to my family that is 900 miles away, and otherwise unreachable-- yes, it's true, my mother still does not own a computer, let alone would she know how to turn it on if she did. The laptop keeps me connected on campus to my peers and professors as well as to the internet, when need be. The desktop serves as a computer for my younger sister to do the same at home. The zune covers my most basic need of music at any time day or night that I may need it. However, I do not think that all technology has been used for good, especially not in recent years when, in particular, computers have been brought into homes where kids, at increasingly young ages can access them. I have two examples I'd like to discuss. One being the previews before Pocahontas that I'm sure most of us have seen at some point or other in our lives. There is a little girl, she sits down at a computer, pops in the Pocahontas game, and plays away while Mom looks on in approval. I am not getting down on all computer games, before anyone gets in a huff. My sister was young enough to reap the benefits of some of these beneficial games when our first computer came into our home. She was in first grade, and the game she had led her through a 15th century world, and helped with reading and spelling. Looking back, I couldn't say how effective the game was, but my sister is exceptionally bright, so I am inclined to give the game even the most minor credit. So, not all computer games are bad. However, I had a particularly bad experience while working with One-On-One tutoring last Fall with my tutee and his affection for video games that let his menial reading skills stay hidden and unpracticed. The game had pictures symbolizing every word, so if he recognized the object he was able to succeed in whatever the activity was asking of him. I was particularly pleased, imagining that his reading skills were improving, until it came to reading a poem (Humpty Dumpty) and he immediately clicked out of the acitivity when he didn't recognize the story. I coaxed him into moving back to the activity and realized how easily a game can hide a very serious lack of skills when designed with less experienced readers in mind.

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