In what ways do
games address curriculum standards?
GBL
can be superior to traditional classroom learning in that it fosters creativity
and training the learners to be great innovators. However, GBL is easily surpassed
by traditional classroom learning due to its cost where each learner needs to have
access to computers or other gaming devices.
In what ways do
they address 21st Century skills?
GBL
addresses the 21st Century skills in the following ways:
(i)
By
ways of thinking. Creativity, critical thinking, problem-solving,
decision-making and learning
(ii)
By
ways of working which involves Communication and collaboration
(iii)
By
providing tools for working. ICT and information literacy
(iv)
By
developing skills for living in the world. Citizenship, life and career, and
personal and social responsibility
Would you include
games under the umbrella of knowledge-building activities?
I
wouldn’t jump into including GBL into the curriculum simply because its initial
cost and the technically involved like using the Kahoot for the first time
isn’t so friendly and may cost a lot of time.
Is it more
important for learners to play games or create games?
Where
the game is easy to access and easy to play, psychologists believe that playing
such games make the children feel happier and may improve their (learner’s)
moods, promote relaxation and ward off anxiety. That in this case the learners
develop emotional resilience which they can rely on in their daily lives. Playing
games hence becomes more important than creating games.
How can digital games
be incorporated into your subject/grade?
Such
integration is possible by:
(i)
embedding
the instructional game into the curriculum and this is normally done by
introducing the students to the game and learning objectives; the teacher tells
the learners what they will be learning by playing the game and after the game
is played, the teacher debriefs the learners on what they learned. This process
ensures that learning occurs from playing the game.
(ii)
including
instructional support. Instructional support helps learners understand how to
use the game; increases the instruction effectiveness of the gaming experience
by allowing them to focus on the instructional information rather than the
requirements of the game.
(iii)
ensuring
game objectives align with curriculum objectives. That the more closely aligned
curriculum goals and game goals, the more the learning outcomes of the game
will match the desired learning outcomes of the student.
Ciao!
Hallo Mundu, I also agree that games are superior than traditional learning because they provide room for learners to be actively engaged and also be creative.
ReplyDeleteHallo Mundu, I also agree that games are superior than traditional learning because they provide room for learners to be actively engaged and also be creative.
ReplyDelete