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Week Nine: Reflection #8: I Got 99 Problems But Problem Based Learning Ain't One



“Problem solving uses real-world situations and issues to actively stimulate students’ wonder and curiosity.”-Maloy, et al., Transforming Learning with New Technologies (2017)

As mentioned in my previous three blog posts, creativity is an important facet to nurture in our students, especially if we want them to start thinking outside of the box and become even more engaged with their curriculum. Maloy, et al. (2017) in Chapter Seven of their text Transforming Learning with New Technologies state: “Problem-based learning (or inquiry-guided learning) is a common term for such assignments. Students investigate issues and questions for which there is no one right or predetermined answer using a process of asking questions, assembling evidence, drawing conclusions, and evaluating the results” (p. 159). Problem-based learning, as illustrated by the excerpted quote, allows students to have a degree of autonomy in their learning and it allows them to creatively approach the problem at hand. The authors further state: “As students grapple with open-ended problems, they exercise critical thinking skills, a willingness to take risks, mental self-discipline, and a creative approach to everyday challenges” (p. 159). This further reinforces the concepts of creativity and autonomy, as I highlighted in the sentence before the excerpt.

In bridging the two readings for this week together—we also had to read Chapter Three, Strategy Five from Walker, et al. (2016)’s Teaching the Last Backpack Generation—both readings focus on gaming as a way to engage students in developing a problem solving skillset, which is at their level of interest. Indeed, Walker, et al. (2016) state: “Games are a form of interactive play that can teach us goals, rules, how to adapt, and/or how to problem solve. Gaming in the classroom simply consists of students playing games for educational use” (p. 78). If you recall from my previous blog post, Taddei and Budhai (2017) mention how important it is to allow our students to engage in a form of play within the classroom (p. 73), and this allowance of play helps to also foster autonomy. Now, in accordance with Walker, et al. (2016), Maloy, et al. (2017) state in regard to gaming: “Digital games, immensely popular among today’s students, are powerful learning experiences that many educators many educators are examining as new ways to teach academic content” (p. 173). They go one to mention there is a debate among educators and educational professionals about the effectiveness of these games (p. 172-173). Personally, as I have mentioned multiple times throughout these posts, I think it is very important and beneficial when we educators engage students on their levels.

To end, Walker, et al. (2016) state: “A good educational game can provide enjoyment passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction, and emotion” (p. 78).

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