Skip to main content

Blog #8

TLNT Chapter-7

Computer games as a learning resource is what stuck out most in this chapter.  As we all know computer, video and web-based games are most popular amongst children.  What a great way to implement computer game programs into lessons.  There are six basic characteristics associated with computer games.

  • Rules
  • Goals & objectives
  • Outcomes & feedback
  • Conflict/competition/challenge/opposition
  • Interaction
  • Representation or story
Since computer games come in a variety of formats, knowledge games would work best when implementing a lesson.  Individuals are presented with a type of opposition that must be overcome.  Visual feedback on the individuals actions are given including rewards and accomplishments.  Some examples of math teaching games are Math Blaster, TreasureMathStorm, Numbers Undercover and Sunbuddy Math.




TLBG- Chapter-3 Strategy-5

Gaming in the classroom simply means students playing games for educational/learning use only.  When teachers use gaming they are using them as a platform where students are actively learning by doing in lieu of listening to boring lectures.  It is important that students have a clear understanding of the rules and procedures associated to each game.  The activity in strategy 5 that stood out to me most was to create a game where students practice retelling a story or learning story elements.  I just did a lesson on story elements and this would be a great activity to implement.






Comments

  1. I think students will scream with excitement if their teacher says they will be playing a game instead of listening to a lecture. I wish my college professors said that! But I think before a teacher brings gaming into their class, they must first set rules for students and make a PSA that the gaming done in class is strictly for learning purposes. As you said, setting rules and procedures is important because students may think its gaming like they do at home -- although, it is equally as engaging.

    ReplyDelete

Post a Comment

Popular posts from this blog

Blog #10

TLNT-Chapter-10 Promoting success for ALL students through technology is an interesting chapter which speaks about differentiated instruction (DI) and Universal Design for Learning (UDL).  Looking at UDL, students are offered instruction with multiple means of representation, expression and engagement.  The goal of UDL is to provide access for all students with disabilities and individualized options for all.  An example given is how a teacher uses PowerPoint to display vocabulary words and the definitions on the smart board so hearing impaired students can read the information while whole class engage in conversations.  Any other printed materials can also be transformed to digital screens with speech, sounds and pictures.  What a great way to modify materials so students feel included. TLBG-Chapter-3-Strategy 12 & 15 Strategy #12 Supporting students with special needs is broken down to two strategies: accommodations and modifications....

Blog # 1

Tasks Before Apps- Chapter 1 The gist of this chapter is to focus on how we as educators can incorporate technology into our classroom.  There are positive and negative aspects associated with technology.  Not all schools have the funds or resources for this and would not have to opportunity to utilize this in their class.  Schools that do have abundant resources can design lesson plans that can assist students who have varying learning styles.  This opportunity allows them to deepen their learning experiences by connecting with other students as well as learning from them.  As the chapter comes to an end the takeaway is to allow students to make connections with the subject matter and how to incorporate technology into making a community of learners. Nurturing Young Innovators- Chapter 2 Chapter 2 speaks about how the use of tablets in the class can help students become creative designers.  This offers them endless opportunities to be creative and sh...