Assignment #2
Most important points about the game report
How the games can help us in the learning
and teaching, how to take advantage from
them and a lot of important information bring to us this report.
Aspects of design contributing
to management in the classroom
Games
varied greatly in the degree to which use could be managed in the classroom,
and yet many of the desirable features identified by teachers could be
implemented in many games with relative ease. This is especially so if
designers take these matters into consideration at the design stage. It is
important for teachers to have some kind of record of what each group has done
during a session of gaming. Few games store scores even where they are awarded,
or offer a record of what has been achieved.
The
overall sense that quest and simulation games contributed to children’s learning
was universal across the key stages. The nature of the learning supported by
games use could be broadly divided into three types – learning as a result of
tasks stimulated by the content of the games, knowledge developed through the
content of the game, skills arising as a result of playing the game. This last
one can be subdivided into direct and indirect learning.
Stimulus
for learning The use of games as a stimulus for associated work was restricted
to primary schools in practice, although this is not theoretically the case.
Content
related learning Games vary as to the amount of content they contain which is
of direct relevance to the school curriculum, but this is generally low. Even
where the context seems to be relevant to curriculum content, the contribution
this made to the child’s learning may be very peripheral.
Skills
games develop There was a recognition across the age range that games support
the development of a wide range of skills which are essential to the autonomous
learner. Some of these related directly to the context of the game which
developed skills such as problem solving, sequencing, deductive reasoning and
memorisation. Others were a result of the learning context when children work
in groups on a task. These included peer tutoring, co-operation and
collaboration, and co-learning. In particular the nature of discussion around
the task was valued throughout. This led to development of negotiating skills
and group decision-making as well as respect for peers.
Personal
and Social Development
I.
Provide
interest and motivation to learn.
II.
Maintain
attention and concentration levels.
III.
Can
work as part of a group and can learn to share resources.
Language
and literacy
I.
Encourage children to explain what is happening.
II.
Sustain attentive listening, responding to what they have heard by
relevant
comments, questions or actions.
III.
Use talk to organise, sequence and clarify thinking, ideas, feelings
and
events.
Mathematical
development
I. Use
everyday words to describe position.
Creative
development
I.
Recognise and explore how sounds can be changed, sing simple
songs
from memory, recognise repeated sounds and sound patterns
and
match movements to music.
II.
Respond in a variety of ways to what they see, hear, smell, touch
and
feel.
III.
Use their imagination in art and design, music, dance, imaginative
and
role play and stories.
Knowledge
and Understanding of the World
I. Use
early control software to investigate direction and control.
Physical
Development
I. Fine
motor control can be developed with the increased refinement
in
using a mouse for navigation and selecting objects.
Integrating
games use into the classroom It needs confidence with the genre and imagination
to integrate games into learning tasks eg data handling and reading within
Championship Manager, creative writing from Freddi Fish. It also requires a
knowledge of the game which the teachers in this evaluation had taken time to
develop. In terms of practical lesson planning this takes too much time to
develop as it can only be done through playing the game. The more complex games
are, the greater the need for more teacher preparation.
Learning
outcomes valued by parents 85% of the parents evaluating games with their
children believed that computer games contributed to learning as well as
providing entertainment. Many acknowledged that the balance shifted with age,
so that whilst games can be bought for younger children that directly
contribute to the child’s spelling and maths skills, older children are more
likely to value games directly for their entertainment value.
Integrating
games use into family life Whilst 60% of the parents reported that their
children played alone with the game at some time during the evaluation, only
two children had had no one playing the game with them at any time. In 95% of
the evaluating families other family members had got involved; siblings were
the most common other family member, but parents were significantly
represented, with 40% fathers and 22% mothers getting involved. About 40%
reported that the children always played with friends, usually their own peer
group, but occasionally a mixture of ages playing along. These trends were also
reflected in the larger sample of questionnaires from children
Design
and navigation issues As has been shown throughout this report, there are some
valuable opportunities that some genres of game could offer to support learning
outcomes within a formal educational setting. These opportunities could be
greatly enhanced if some of the following program design issues were taken into
consideration. Not all of these issues will necessarily apply to any one game,
but addressing them where appropriate could significantly facilitate the use of
games within an educational context.
Elements
of games that make their play successful Whilst direct comparisons were not
made with the variety of educational games that are available in the school
context already, a number of comments did emerge through which pupils engaged
in this project compared these games with those that they normally access in
school, and commented on the way educational titles could be enhanced.
Curriculum
issues Valuing thinking skills in the curriculum There were many comments from
teachers, parents and pupils about the valuable ways in which games made them
think. However, within the school curriculum teachers found it hard to justify
using resources whose value lay in thinking alone, however effective that
resource might be at developing thinking skills. Stimulating communication
skills in school Many of the games evaluated were designed to be played by two
players discussing the scenario and planning what to do. This discussion was
often very much valued by the teachers involved, but again teachers felt that
the game as stimulus would be hard to justify including within the curriculum
as it is currently framed.
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