Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, October 20, 2014

Gaming for learning

  Taking games to a whole new level.  Serious games- games that can have you in control of the serious things in life.  Making you the Captain, the decision maker. The gamer has to follow the facts to get to the solution to life problems.  As leader one has to weigh out major societal needs and worries food, disease, water, shelter and more while playing Serious Games.  After playing Quandry at least three times and testing out different solutions for each problem faced I really started seeing how great this could be for kids. 
                Not only is the story line fantastic with a sci-fi theme the problem solving method that is used only increases the fiero as it enhances the game as each problem is solved.  As Captain one has to sort out through the facts, solutions and opinions of the settlers to make a proposal to the council.  Presenting the best information to the council is very important in that the council will use the information to come up with a solution.  With the wrong or incomplete information is provided to the council the solution may not fit the problem as well as the Captain would have hoped.
                As an ESL teacher I could assess the students by how many points they receive as they go through the game to see if they are really understanding the material which is being presented.  As the captain goes through the game points are given as the solution comes together.   Sheep attacks, water parasites, or arguments that take on a life of their own such as perceived favoritism all are problems that the captain must solve to keep life on Braxos moving forward.  Problem solving is really key in this game.  As a teacher I could prompt discussion analyzing the different ways each student tried to solve the problem and what the results were of each solution and why they chose that solution over another. 
                The reading and understanding in this game is a large part of this game and therefore pushes the ESL student to practice the English language at a higher level.   ESL 1.1 criteria will be being met while working through this activity.

                     

Friday, October 10, 2014

Game Playing

               
             Sound Factory – Simple fun, yet you have to know what the labels say as you go or one can quickly get lost in the game.  For language development the students will be talking about the story line of Dink the tire factory musician.  The basis of the game is for the player to gain new instruments.   With each new instrument it shows that the learner has the ability to follow visual and written instruction.  All of this while they compose a fun song while Dink is working.  Don’t forget if the boss catches you - game over.  This means you need to be able to read the prompt to stop all noise and continue your work without any distractions.  The final goal is to earn all the instrument through several days of work so you can record your own song.  I think this could work with two players taking turns helping each other along the way.   The teacher can be watching how well the students are able to follow instructions in English as they play the game.
                For assessment and to keep the fiero going in the classroom the students could have a competition. To see who gets the most instruments by the end of class or who gets to compose their own song first. 
                I think by using this simple idea the class could be creative and create their own imaginary game.  They may not be able to produce it but they could draw up a basic concept and write ideas about what they would like their own game to be like.  This could be done as a class or individually.  For this step using the walk-through would be helpful for the class to read so they have more of a background.  Though it is given in as part of a video in the start of the game as a teacher I would also like them to read the walk-through.  This would take language development farther and get much more creative.  Images from the game could be used at this time to help connect the two activities.
                 I played this game about five times.  I got to the second day and earned seven instruments.  I will probably play a couple more times, don’t tell anyone.    

                                                                                          Sound Factory

Gaming in the Classroom




              Gamification is about using the aspects of games to help in the process of learning or teaching.  Taking the competitiveness of games, rewards system and feedback to a systematic level where one can practice problem-solving skills, teach concepts, and to have the learner learn in a way that can inspire creativity by expanding the basic classroom.  By bringing the elements of games into a learning task one pushes the students’ abilities to new levels.  The concept or concepts which are being taught now stand out because one is practicing their skills in a manor different from other knowledge.  Whether it is new knowledge or previously practiced knowledge the information is now being used to engage the learner in a new task.  Also the students are an active participant in the lesson which makes them use the knowledge they have learned to be able to play the game. 
                In a game that is set up well the flow is what will keep the gamer playing.  With each task the game becomes slightly harder.  With the right flow the gamer will be learning with each step and have the tools for the task.  The player in turn  wishes it to be harder or they gamer will become boring.  Not too hard because frustration may win out.  In games feedback is immediate.  Score board, timers, coins, and prizes are just a few feedback indicators that one is doing well or poorly and needs help.  Still it is instant.  Wait too long for feedback and the gamer moves on.  It is all about balance. 
                With all this in mind using gamification for EFL/ ESL students is really one of just making sure the game fits the task.  People are so use to the concept of games and gaming that bringing them into the classroom is not really far-fetched.  Many games force the gamer to read.  Actually it was one of the biggest motivators for my son to learn to read.  He wanted to know what the was on the computer screen.  Also it forces the gamer to follow direction and comprehend the task to move on in the game.  In this way the gamer is forced to use previously know knowledge in a new way which makes the information become more relevant.

                In a classroom the teacher can use a game from the internet or teacher can design their own game.  By using the same concepts that a computer game uses.  Flow and Fiero are the two things that make the game what it is and for the player to keep moving forward in the game.  The flow keeps the gamer going and the to the goal.  It  is fiero which pulls the gamer to the end, the primal need to win.  The reason why we scream when we do win or when we don’t.  To me it is the release of the energy that one has while trying to win, the excitement and fear.  If that is created one knows it was a good game.  


Zac Hill