Professional Inquiry Intro (About Me)
Nov. 2nd, 2023 07:56 amI am an instructional librarian by training and profession, in my current role I am an administrator coordinating and overseeing library services and instructional technology in a suburban school district in southern Maine. While I work directly with other professionals, including district leadership and building administrators, instructional coaches, librarians and classroom teachers, I also participate in discussions and decision-making regarding instructional technology implementation for students K through 12.
In order to frame my own strengths and areas for growth for both myself and my learners, I am referring to the ISTE Standards. I see my strengths in visionary planning, including evaluation and communication, and in connected learning, especially in staying current, reflective practice, and continuous improvement. I am looking at empowering leadership as a focus area, particularly building educator competency and ensuring the use of technology to meet student learning needs. I often worry about the tendency in educational technology to continually embrace the new and novel, rather than identifying student needs and learning goals and evaluating tools based on those needs.
A few topics I am interested in exploring further include:
- Models and strategies for evaluating instructional technology tools.
- Making the shift from technology integration to instructional coaching with technology.
- Delving into deceptive marketing strategies, exaggerated promises, fearmongering and anthropomorphizing of text-based generative AI.
- Video games, virtual environments, and ecoplay.
- Dark patterns and behaviorism in (educational) games and apps.
- Deconstructing “gamification” mechanics versus game design.
I really want to focus on some of the gaming elements I have highlighted here. I’m actually drafting this while I’m attending the Society for Literature, Science, and the Arts conference in Tempe where I am participating and presenting in the Games Stream. I just want to start by highlighting that I like and am interested in games and video games. This interest has actually informed my critical approach to “gamification” in education.
While educational video games have existed for decades (many people of my generation may have fond memories of playing Where in the World is Carmen Sandiego [1985] or Oregon Trail [1990]), “gamification” as a concept has arisen just in the past ten years. Although “gamified” educational applications have been widely embraced in many school settings, in the gaming world and within the fields of games studies and user interface (UX) design, gamification has been quite controversial and subject to harsh criticism. For this project, I plan to explore some of the controversy and criticism of gamification, and in particular I want to delve further into examining how “Dark Patterns,” or manipulative design practices (see: Dark Patterns Games; Deceptive Design; UXP2: Dark Patterns) emerge in gamification practices and educational games and apps.