Hey everybody, I am Kalpana and I made this presentation in order to show how the future classrooms would look like. This presentation enhances the features of future classroom compared to The traditional classrooms which were effective for many generations but not now. Hope you like this presentation. Remember to follow, like and share. Thank you.
Hey everybody, I am Kalpana and I made this presentation in order to show how the future classrooms would look like. This presentation enhances the features of future classroom compared to The traditional classrooms which were effective for many generations but not now. Hope you like this presentation. Remember to follow, like and share. Thank you.
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3. In the past
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Computer games today have an important role
in the kids their lives
d value
vide adde
can pro
games
cational
that edu
shown
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ment
ngage
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Fun
BAZOOKAS
4. Learning by playing, is this possible & efficient?
Is there any educational and pedagogical added value?
BAZOOKAS
6. What? Raise the awareness of dental hygiene
via an educational platform.
BAZOOKAS
7. combination o
f traditional
lessons and
games efficie
nt?
Research questions?
1. what is the educational added value of games
2. how to integrate computer games in a most efficient
way in the class?
proach?
bined ap
a com
ames in
egrate g
r to int
st orde
the be
What is
BAZOOKAS
8. 1. what is the educational added
value of games?
BAZOOKAS
9. Before, some research parameters:
– 392 students.
– 20 classes (3rd grade).
– 52% boys, 48% girls.
– average age was 8 year.
BAZOOKAS
10. First outcome:
– credibility is important for knowledge transfer.
– certain level of identification with the game
character is important but the most important.
BAZOOKAS
12. – 98% likes playing games and want to play again.
– 86% thinks that the games aren’t hard to play.
– 62% detect the educational nature of the game.
– 15% computer educational purpose.
BAZOOKAS
13. What did we do to measure the results?
BAZOOKAS
14. – creation of traditional lesson book, fairy tail & games.
– all 3 contains the same 3 games.
– testing:
- level of difficulty.
- comprehensibility.
- duration.
BAZOOKAS
15. – 85% likes the games.
– 50% likes the traditional book or created story.
– 95% would love to play the games again.
– difficulty of the games are higher in the book or fairy tail.
– 66% of the kids paid very carefully attention during
playing the games.
BAZOOKAS
17. – games are at least as effective as traditional learning
materials.
– knowledge transfer of the games is also very high.
– the games sentisize the players to pay more attention
on their dental hygiene (aim of the platform)
BAZOOKAS
19. When you want to do pure knowledge transfer,
traditional learning material and games work
both efficiently.
!
When choice behaviour or intention to change something is
the target, games can help you, if created advised.
BAZOOKAS
20. 2. how to integrate computer games
in a most efficient way in the class?
BAZOOKAS
21. 2 conditions to test in a living lab:
Condition 1:
Condition 2:
BAZOOKAS
22. Knowledge transfer is in both conditions the same.
!
The level of attention for students in condition 2
was higher.
!
The desire to learn more about this subject was for both
conditions the same.
BAZOOKAS
24. We can conclude that the learning effect, in the case
where the students playing games, is at least the
same as the traditional way of learning
!
Kids indicated that they could pay more attention in
case when games were integrated
BAZOOKAS
25. We can conclude that the games are most effective when
they are played before the traditional lesson
> arouse interest during class
!
When games are played before the lesson, you better not
integrate the game character in the traditional lesson
afterward.
BAZOOKAS
26. Combination of lessons and games are at least as
efficiently.
!
Play games before the lesson, to arouse interest.
!
When playing games after the lesson, be sure you start
with a lesson where the game character has a
prominent role.
BAZOOKAS