Post 1:
Gamification: the concept of applying
game-design thinking to non-game applications to make them more fun
and engaging.
Being that one of the major hurdles in
education is keeping the student engaged and interested, activities
that make the learning process fun for the student serve to alleviate
this issue. Using games as a teaching tool decreases classroom
management issues by ensuring high morale and class participation.
Language-Learning Objectives:
- Word and phrase familiarization through individual reading and teacher directed reading using the game Phantasy Quest.
- Command prompted instruction in target language regarding computer interface.
The students would be actively involved
in the language acquisition process through their manipulation of the
game, following the teacher's commands and reading aloud the words
and phrases appearing in the game.
The teacher's role is that of behavior
monitor and instructor regarding computer interface. The teacher
'plays' the game at the same time as the students in order to lead
the students in the uttering of words and phrases. Finally, the
teacher is present to trouble-shoot any technological issues inherent
in computer/internet driven activities.
To avoid confusion on the student's
part and to expedite the learning process while maintaining more
personal control over learning I would not use a walk through for the
game.
Referencing memorable images from the
game would be useful to prep future classes by refreshing the
student's knowledge.
Assessment of knowledge acquired through this method could be
measured by turning off the computers and having the class repeat the
phrases learned without the aid of the images. The teacher can ask
for volunteers or call on individual students. In order to access
computer-interface acquisition the teacher could allow the students
the opportunity to access the game on their own without instruction
while still being available to help students still having trouble.
Post 2:
(Played several times)
Language-Learning Objectives:
- Word and phrase acquisition through instruction and game-play.
- Cultural, geographic and historical discussion and vocabulary familiarization in target language.
Assessment may be carried out by
questioning the student in the target language regarding material
learned or touched upon during game play. Questions requiring simple,
one word responses to start leading towards more complex questions
and responses.
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