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Instructional games


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Educ 190 WF Group 4: Instructional Games (Cervantes, Cunanan, Fonte, Jacinto)

Educ 190 WF Group 4: Instructional Games (Cervantes, Cunanan, Fonte, Jacinto)

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  • 1. INSTRUCTIONAL GAMES Instructional Games are activities designed to motivate, engage, involve learners with the course content. Cervantes, Filane Cunanan, Ivy Fonte, Kate Jacinto, Bernadine EDUC190 WF Prof. Noel Feria
  • 2. Criteria for Selection ● Score Does the game have basis for student success? ● Strategy Does the game include skills students can perform? ● Message Is the game relevant to the lesson?
  • 3. Types ● Score, Strategy, But No Message ● Score, Strategy, And Message ● Score, No Strategy, No Message ● Score, Message, But No Strategy
  • 4. Benefits Adaptability – can be played under many conditions without restrictions of time, place, weather or differences among learners. They can be modified and adapted. Fun – Students become active participants rather than passive recipients Cooperation – Provides an opportunity for social interactions and create a relaxed environment while promoting critical analytical skills.
  • 5. Student Motivation – Because of its dynamic nature, it can heighten the interest of the students. High entertainment value Competitiveness of students Unique formats
  • 6. Limitations & Problems ● Time and budget consuming ● Difficult to develop games that properly evaluate concepts learned ● Used in a limited way and not really as a primary method of instruction ● Creates winners and losers—where the losing participant could lose confidence ● Students may enjoy it too much, they might be hard to contain
  • 7. Ways to Use Quiz Games - Quiz games (e.g. Jeopardy) are best for interaction & self-assessment, and not for content delivery or final assessment. Games played with or without a computer - You might use your computer to prepare game materials (i.e. printing) but have students use pencil and paper to answer. Remember: The quality of your game depends on the quality of your questions.
  • 8. Guidelines for Use ● The game: •should be fun but relevant. •should develop skills & concept understanding. •may use computer software, but may not necessarily be computer-based. ● Have a variety of games ready for use. Be creative.
  • 9. Specific Examples ● Save the Math Apples ● Jungle Jiim and the Donga Dinga Drums ● Hangaroo
  • 10. Sources: ● Instructional Technology Best Practices ● Math VIDS ● Instructional Software ● Instructional Game ● Instructional Game Framework ●Instructional Technology Best Practices ● The Use of Games as an Instructional Method