Morgan Langdon
Prof. Sansing
English 0097
5 February
Draft
Work cites
reire, Paulo. "The Banking Concept of Education." http://puente2014.pbworks.com/w/file/fetch/87465079/freire_banking_concept.pdf. Accessed 15 February 2020
Analysis: Audience, Genre, and Rhetorical Situation
Writers must consider audience, genre, and rhetorical situation as they begin to write. James Paul Gee, Paulo Freire, and Brian Smith all demonstrate the importance of fitting their texts to match the needs of their readers, and analysis of these three texts shows readers how they did so. "Their text good Video Games and Good Learning," "The genre considered audience and rhetorical situation.
Audience
Good Videos and Good Learning
James P. Gee brings is ideas to the readers who are interested in the education progress. In Gee 's text Good Videos and Good Learning it states " When you learn when you learn to play a video game it just how you play the game." Gee wants the readers to know their are different ways that people learn to succeed.
Genre
Good Videos and Good Learning
James P. Gee writes about video games to help educators with how they learn by making it fun.
Rhetorical Situation
Good Video and Good Learning
James P. Gee describes in his writings the two Learning Principles that good video games provide to learners. He calls them Identity and Interaction.
The "Banking" Concept of Education
Audience
Freire writes about the how educators were taught in our time. The readers might be teachers or students who are interested in education to see what the behavior is.
Morgan Langdon
Prof. Sansing
English 0097
5 February
Draft 2
Audience
The audience of the three articles was very clear to me. Essentially, the audience is anyone who has a stake in education such as parents, teachers, administrators, mental health professionals and policymakers. It is my belief that many school districts are moving away from a more traditional approach to a more interactive / problem based learning environment as Freire recommends in his article. Although, if school districts don’t move this direction are they simply leaving students behind and what type of affect does that have on the student(s) long term? Parents today have more and more education options for their kids and it appears the money is following the child at least here in Ohio. So, are parents going to force this change in education based on where they send their kids to school so their kids can have a learning environment that fosters interactive / problem based learning? Gee brings up a great point with the entire topic around gamifying the learning process for students. When I was in 1st, 2nd and 3rd grade I used a computer program called Fast Forward Scientific Learning. I completed this program during the summer months and it was a very gamified approach to improving reading comprehension and building reading skills. It was a very engaging way to learn and looking back I feel it helped me. I do believe there is a fine line between gamified learning and problem based learning. I feel it is needs to be a hybrid approach with gamified learning, interactive / problem based learning and some traditional based on learning. The reason I feel this is as a future educator there will always be a time where I will need to teach a direct lesson to my class. I feel the Meeting the Mental Health Challenge in School and at Home article is very real for today’s learner. After reading all three articles it is my belief that if educators take the gamified learning approach and couple with the interactive / problem based learning approach this will help students overcome some of their mental health issues. I feel these approaches to learning promote the interaction that Covid essentially robbed us from for a few years. Again, I do believe that some type of traditional learning should be meshed with these approaches. From an audience perspective I feel each author hooked their audience (parents, teachers, administrators, mental health professionals and policymakers) with their approach.
Genre
The genre of the article Meeting the Mental Health Challenge in School and at Home I believe is an informative and investigative article. The articles focus is to bring awareness to the rise of mental health in schools across the United States. I enjoyed how the article outlined and validated mental health in schools by sharing personal experiences of others, expert opinions and the article also detailed effective mental health programs. The key to the article I felt was it described the complexity of mental health across schools and the efforts being made to support students via these unique experiences. The Banking Concepts of Education genre written by Freire I felt was very philosophical and somewhat a critical essay of how education is delivered in today’s learning environment across the United States. Freire does a very nice job of interjecting his own philosophy of educational delivery methods in which I agree with more than disagree. I feel Freire’s writing on this topic will continue the push of simplifying the traditional style of education. Gee’s article, Good Video Games and Good Learning, was definitely founded in research and I feel the genre was truly an academic article. Gee does a very nice job offering research support for the justification of implementing some type of educational gaming instructional delivery method. As I stated previously I have experience with the educational gamify approach and I feel it helped in my early elementary school years. Gee could definitely use this article as a launching pad to be published at a higher level. This may help the gamifying conversation get to the top of the conversation across the United States.
Rhetorical Situation
Work sited
reire, Paulo. "The Banking Concept of Education." http://puente2014.pbworks.com/w/file/fetch/87465079/freire_banking_concept.pdf. Accessed 15 February 2020
Gee, James Paul. “Good Video Games and Good Learning.” Phi Kappa Phi Forum vol. 85 no. 2, 2005, pp. 33-37. jamespaulgee.com/geeimg/pdfs/Good%20Games%20 and%20Good %20Learning.pdf. Accessed 7 March 2020.
Morgan Langdon
Prof. Sansing
English 0097
5 February
Final Draft
Audience
The audience of the three articles was very clear to me. The audience is anyone who is in education such as parents, teachers, administrators, mental health professionals and policymakers. I believe that many school districts are moving away from a more traditional approach to a more interactive problem based learning environment as Freire recommends in his article. Although, if school districts don’t move in this direction are they simply leaving students behind and how does it affect students long term? Parents today have more and more education options for their kids. So, are parents going to force this change in education based on where they send their kids to school so their kids can have a learning environment that fosters interactive / problem based learning? Gee brings up a great point with the entire topic around the learning process for students with games. When I was in 1st, 2nd and 3rd grade I used a computer program called Fast Forward Scientific Learning. I completed this program during the summer months and it was learning through games. The program was developed for improving reading comprehension and building reading skills. It was a very engaging way to learn and looking back I feel it helped me. I do believe that learning through games and interactive program based learning should be used together. I also feel there is still value in a traditional approach to learning. . The reason I feel this is as a future educator there will always be a time where I will need to teach a direct lesson to my class. I feel the Meeting the Mental Health Challenge in School and at Home article is very real for today’s students. After reading all three articles it is my belief that if educators take the approach of learning through games along with the interactive / problem based learning approach this will help students overcome some of their mental health issues. I feel these approaches to learning promote the interaction that we could not do while remote during Covid for a few years. Again, I do believe that some type of traditional learning also can be helpful. From an audience perspective I feel each author hooked their audience (parents, teachers, administrators, mental health professionals and policymakers) with their approach.
Genre
The genre of the article Meeting the Mental Health Challenge in School and at Home I believe is an informative and investigative article. The articles focus is to bring awareness to the rise of mental health in schools across the United States. I enjoyed how the article outlined and validated mental health in schools by sharing personal experiences of others, expert opinions and the article also detailed effective mental health programs. The key to the article I felt was it described the complexity of mental health across schools and the efforts being made to support students via these unique experiences. The Banking Concepts of Education genre written by Freire I felt was very philosophical and somewhat a critical essay of how education is delivered in today’s learning environment across the United States. Freire does a very nice job of incorporating his own ideas of how to educate students. I feel Freire’s writing on this topic will continue to encourage different ways to educate students. Gee’s article, Good Video Games and Good Learning, appeared very research based and I feel the genre was truly an academic article. Gee does a very nice job offering research support for the justification of implementing some type of educational gaming instructional delivery method. As I stated previously I have experience with learning through games and I feel it helped in my early elementary school years. Gee definitely seemed knowledgeable in this approach and may impact change in how students are educated.
Rhetorical Situation
The significant increase in mental health issues among students, increased by the COVID-19 pandemic and other societal factors was the basis of the article Meeting the Mental Helth Challenge in School and at Home. The purpose of the article is to “raise awareness, share knowledge, and possibly prompt further action in schools and communities to prioritize and address student mental health.” The rhetorical situation in Freire's article details and encourages the traditional, authoritarian model of education, which he argues “dehumanizes students and squashes critical thinking.” Freire positions himself as someone who wants to change education through his own experiences and activism. His purpose is to persuade readers of the limitations of the "banking" concept of education and to promote a "problem-posing" approach that outlines dialogue, mutual learning, and social consciousness. The rhetorical situation Gee’s article addresses the potential of video games as effective learning tools, instead of traditional teaching methods that may not fully engage students or they are viewed as boring. Gee positions himself as both an educator and a gamer, providing credibility through his personal experiences and academic background. Gee’s purpose is to persuade educators and scholars of the power in exploring video games' learning approaches and applying these to the classroom.
Work sited
reire, Paulo. "The Banking Concept of Education." http://puente2014.pbworks.com/w/file/fetch/87465079/freire_banking_concept.pdf. Accessed 15 February 2020
Gee, James Paul. “Good Video Games and Good Learning.” Phi Kappa Phi Forum vol. 85 no. 2, 2005, pp. 33-37. jamespaulgee.com/geeimg/pdfs/Good%20Games%20 and%20Good %20Learning.pdf. Accessed 7 March 2020.
(zimmerman) "Meeting the Mental Health Challenge in School and at Home