Wednesday, 9 March 2016

Online Educational Game

The selection of one educational game to present in class was a challenging, yet an enjoyable task. We were randomly assigned and divided into five groups, each consisting of four members. In our group, two were majoring in elementary education, one in secondary education with a focus on English, and the other in special education. Collaborating effectively and agreeing on one educational game to choose were the primary difficulties we experienced.  Our conflicting school and work schedules made it harder for us to complete our presentation easily. In choosing the educational game, we were overwhelmed with the varieties we found online. Furthermore, presenting a game we individually chose for the first time was problematic because each of us picked a game in different content areas. To finally decide a game we will all agree on, we specifically searched for a game related to Language Arts. The fun part of doing this presentation was the development of student interaction while learning at the same time.
 Perhaps, creating a rubric from scratch was the most challenging for the online educational game. Although we had an idea on the criteria we wanted our online educational game be rated on, it was too difficult for us to specify the qualifications to be considered, as needs improvement, satisfactory, and exemplary. The reasons for that being was all of us were so used by being graded on a rubric our teachers have always presented us; and we never had an experience of creating a rubric. With the deadline in mind, our final resort was to look at some rubric online we can modify and reorganize for rating our online educational game. This alternative made it easier for us because we found a rubric that satisfied some of our qualifications. Rubric editing was made to ensure that the criteria was correctly featured. As future educators, we learned that assessing technological tool we incorporate in the classroom is vital because it enhances or enriches students’ learning and actively engages them. Machado, L.J. and Chung, C.J. (2015) stated that, “When technology is placed into the hands of students it becomes more interactive and therefore, student centered” (p. 44).
 “Word Out” was an online educational game specifically targeted for students seven years old and above, which can be used to expand their vocabulary and to help with the development of reading skills. This game was similar to Tetris, but at least three-lettered words must be produced from the falling letter blocks. Since my specialty is in elementary education, this game can be used in several content areas such as language arts, math, and science. There may be times students can form unfamiliar words accidentally using this game. In a language arts class, these foreign words can be written in a word bank. Students will be tasked to write the definition and construct a sentence for each word.  In a math class, this game can be used to identify different types of lines. Because words in this game can be formed either vertically or horizontally, students will be able to describe and define these lines. As for the activity, they will be given a worksheet and be asked to draw an image using vertical and horizontal lines. This game can also be used in a science class because at times, students can construct animal words such as dog, cat, rat, and etc. To incorporate this in the classroom, pictures of animals will be given to the students; and they will have to identify and describe the animals presented.
 In a classroom, it is very important to recognize that all students learn differently. Others may learn easily using visuals, oral directions, and/or hands on representation. In order to accommodate all types of learners using the “Word Out” online educational game, I would first pass out a paper with easy to read instructions and show pictures how to maneuver the game. For everyone to be on the same track, the students and I will simultaneously read each direction. I will first navigate the computer using my hands and be followed by the students. This process enables to practice the visual, auditory, and kinesthetic abilities of students. Hence, as Denis, G. and Jouvelot, P. (2005) stated, children are “learning by doing”. Another method I could use is through the demonstration of the Haiku Deck technological tool. This introduces a new presentation style to students because it looks similar to the PowerPoint style. Students can easily preview each slide by using the arrow keys on a computer or a tablet.
             Because of our conflicting school and work schedules, utilizing our cellular phones was our main form of communication because it was the fastest and easiest way to respond with. We used the WhatsApp for sending messages and images about the progress of our presentation. When one of my group mates could not make it to class and we needed her input for our presentation, we used Facetime application, which enabled us to see and talk to her directly.
             Introducing a new resource to educate students inside and outside of the classroom truly generates better learning. In this assignment, we were able to turn away temporarily from traditional teaching style and convert into contemporary teaching style. Using Haiku Deck allowed us to present our online educational game in a kid-friendly manner. Our presentation consisted of the game description and our personal insights of how it can be incorporated in the classroom and its benefits for students. This is just one way of boosting a high quality education for students. So as teachers, let us continue to make learning fun for all.


References
Denis, G. & Jouvelot, P. (2005). Motivation-driven educational game design: Applying best practices to music education. Paper presented at the 2005 ACM SIGCHI International   Conference on Advances in computer entertainment technology, Valencia, Spain. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.59.7687&rep=rep1&type=pdf

Machado, L. & Chung, C.J. (2015). Integrating technology: The principals’ role and effect. International Education Studies, 8(5), 43-53.