In the golden era of technology,
all aspects of life are being built around this ever-changing and rapidly
advancing science; including education. Since technology has been evolving to
improve the quality of life at all spectrums, why not have it help with
learning? One of the most popular and synonymous terms with technology amongst
children and teenagers are games.
Online educational games are
becoming extremely popular amongst the entire realm of learners. From young
learners in primary schools, to young adults at the collegiate level, and even
adult students in post-graduate programs, online games and the integration of
technology is becoming a valuable education tool that is starting to be used
more often and more frequently. Online games are becoming more educationally
effective for all its users. (Garzotto, 2007).
For this project, my group had
decided to use a game called “Spelling Bees.” This was a game I had stumbled on
while searching for ways to help ESL learners both with spelling and typing. In
this game, up to four players can go head to head, competing in rounds where
they have to spell words, which a narrator pronounces, and type them out as
fast as they can with the correct spelling. Every time a word is spelled
correctly, that person’s beehive gets bigger. The person with the biggest
beehive at the end of the time wins.
With regards to creating our
rubric, one of the most difficult challenges was trying to shave down and
compress our information and find appropriate ways to grade it. To help with
the creation process, we listed down several keywords and concepts that we
liked such as “playability,” “educational value,” and “age appropriateness,”
and gave it scores like “easy,” “medium,” and “difficult,” before we refined
our rubric to its final stage. We had so many ideas and needed to break it down
to make the rubric simpler to read, understand, and follow. We also stumbled
upon a sort of writers block in trying to figure out terms we can describe our scoring
with.
Though I teach math, this game
would be appropriate for my students since they are ESL learners. Even with our
math lessons, I always go over with vocabulary, as I feel that by learning what
the words mean, my students will get a better grasp of the concept of the
lesson and the directions in which they are to follow. Since most DOE schools
have technology embedded within the school’s ESLR’s, this game would be a
perfect way to incorporate technology in the classroom as a tool for learning,
especially in the area of language arts. (Ayuyu, et al, 2010).
During the creation of our
project, the most helpful tech tool that we used was the PowToons animation
creator. After browsing through some of the suggested sites and tools that you
recommended, we all agreed on using PowToons. It really caught our attention
and the animation was the main seller for us.
Overall,
this presentation was both fun and educational. Playing with the different
sites and widgets was good for expanding our technological capital. I found the
game to be pretty fun and effective at an elementary standpoint. The
repetitiveness of the game might get old for older students (pun intended). The
one thing I struggled with was the pronunciation of the words. It was hard for
me to hear what they were saying clearly.
REFERENCES
Franca Garzotto.
2007. Investigating the educational effectiveness of multiplayer online games
for children. In Proceedings of the 6th international conference on
Interaction design and children (IDC '07). ACM, New York, NY, USA, 29-36.
Ayuyu,
R, Cepeda, E., Gutierrez, M., et al. 2010. Guam Department of Education, K-12
Standards and Performance Indicators. Guam Department of Education.
Retrieved June 15, 2014, from https://sites.google.com/a/gdoe.net/curriculum-and-instruction/home/content-standards-1/content-standards
Hi:
ReplyDeleteYour essay could use a better title.
-j-