Monday, October 21, 2013

Popular culture and education

Popular culture and education

Ryan Haynes, Osmosis CTO and Shiv Gaglani, the CEO, are classmates from Johns Hopkins School of Medicine. They developed a mobile app which uses pop culture factoids and video to help explain the right or wrong answers as part of its approach to learning. The app includes practice questions and uses push notifications to help students reinforce what they have learned and how they have performed. Gaglani said that emphasis on context and association could create powerful memory so that students would remember the complex subjects.


Popular culture is associated with education nowadays. Images, videos, apps are some of the common forms of popular culture used in schools. Collins (2012) indicated that the use of popular culture could help students to achieve better results. Popular culture jumps out of the boring, plain traditional contents; it’s about the technology that we could make use of; it’s the way that adapts the 21st century. Why would the mobile app that I mentioned initially reinforce the learning? Roda (2011) showed that “it is possible to increase effective working-memory capacity by presenting information in a mixed visual and auditory mode rather than a single mode.” (p. 99) However, it is just a particular example for medical school; it could be extended to other subjects, such as science, geography. We could make animations or create a simulation system to reveal some contents which are impossible to do on paper. 

Nevertheless, although popular culture has many advantages, I think it also has its negative effect. Once I went to a high school and observed a class. The lesson I would like to talk about was Maths. Students used a system called “Mathletics” to learn and do the exercises. Mathletics could show students how to do a particular question and leave similar questions as exercises. The interface was gorgeous, which could engage students. But, the point is, some students didn't do the exercise and play other games instead, since they both required computers. This was even worse than teaching traditionally. Similarly, this could happen at home. Students play games or do other things on the computer in the name of doing homework. It might be hard for parents to recognise what a child’s really doing. That decreases the quality of learning. So the negative aspect of popular culture should also be considered when using it in the education.

As we can see, popular culture has both advantages and disadvantages, but overall, students benefit more from it. Popular culture changes our lives, our way of being educated; it engages students and contributes deeper research. Though it has some negative effect, teachers and parents are supposed to work out a solution for this problem and let popular culture serve education better.

Reference:
http://medcitynews.com/2013/08/what-does-pop-culture-have-to-do-with-a-med-school-study-app/



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