Focus Question:
How can teachers evaluate the different types of educational software available
today?
To be a good game it must consist of rules, goals and
objectives, outcomes and feedback, conflict/ competition/ challenge/
opposition, interaction, and representation or story.
To be a good game for a classroom one might ask: Does it
have teacher support resources? Is the content
current, thorough, and age-appropriate? Does
assessment include pretest, posttest, recordkeeping by students and groups? Does the program promote creativity, higher
order thinking, collaboration, problem solving, discovery, or memorization?
Going to sites like the educationalsoftware preview guide lists a searchable directory of more than 1,000
software titles for use in prek-12 classrooms.
Tech Tool 7.2
A Math Learning Game—Zoombinis Logical Journey
I loved this game as a little kid. I am now sitting here wishing that my parents
had not thrown away all my games from when I was a kid because I “grew up,” and
windows 98 is now “obsolete.” This game
was awesome at creating patterns and using higher order thinking. It took a lot of trial and error to figure
out what the pattern should be. This
game would be great for k-5th graders because it comes in different difficulty
levels. I would use this game as a “fun-Friday”
educational game because it would take at least 30-60 minutes for the kids to
get past a couple levels. As you can see
in this YouTube video below 3 adults/ teenagers had to really think to get past
a few level in 30 minutes.
Even though this tech tool is talking about Zoombinis,
which is awesome, it links to the
learning company, which is a site that contains much more. It continues with game like The Oregon Trail and Carmen Sandiego. All of these are fun and thought provoking
games. I would not use any of these
games as a core in the classroom however; it would strictly be an additive
because it does take up so much time.
Chapter Summary
& Connection
Adding games, video games, interactive games, and
manipulative tools is very important to kids and should be important to
teachers too. I think one major thing
that teachers are going to have to battle with is the time that some of these
games consume versus the lack in quality of some of the shorter games may
be. I remember going to reading labs
when I was in elementary school, and I am certain that the use has grown much
more in the past 15 years. When I go and
visit the local library, even they have reading games on the computers for the
kids. There is obviously a connection
between these games and children learning…
I believe you learn best when you are having fun.
1 comment:
There is certainly a link between enjoyment and learning...though, like life, all can not be fun! :/ The emphasis on gaming has been to consider other 'soft' skills as well (i.e., cooperation, collaboration). Wouldn't it be insightful for students to create their own games regarding specified content?
Note - your link to clearinghouse in first paragraph needs to be edited as it is broken.
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