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Pavel Vlad
XI A
 Games are the fastest way to attract children and push them
towards education and knowledge.
 Interactions and team games are favorites
 A quick and simple game which never fails to motivate students in their learning.
 Game: Ask students to draw a 6 x 6 grid on their whiteboards or pieces of paper
then select 6 words or images from the given list to draw/write in their grid. You
must then randomly select a word from the list to describe, and students must guess
the word in order to cross it off on their grid (if present). Continue describing
different words until one student successfully completes their grid and shouts
‘bingo!’ (you can also award a prize to the first student who gets 3 in a row).
 This fun classroom game encourages students to think on their feet
and draw on a range of subject knowledge.
 Game: Divide your class into small groups and hand out an object/soft
toy to each group. The person with the object in each group will start.
You name a title or theme, e.g. prime numbers, and it is then a race against
time for the student to give 5 correct responses, e.g. 2, 3, 5, 7, 11, before
the item/soft toy has been passed round everyone in their small group
and returned to them.
Game literacy
 The game was originally developed in 1971 by
Merle Robbins in Reading, Ohio, a suburb of
Cincinnati. When his family and friends began to play
more and more, he spent $8,000 to have 5,000 copies
of the game made. He sold it from his barbershop at
first, and local businesses began to sell it as well.
Robbins later sold the rights to UNO to a group of
friends headed by Robert Tezak, a funeral parlor owner
in Joliet, Illinois, for $50,000 plus royalties of 10 cents
per game.
 Tezak formed International Games,
Inc., to market UNO, with offices behind
his funeral parlor. The games were
produced by Lewis Saltzman of Saltzman
Printers in Maywood, Illinois.
 In 1992, International Games became
part of the Mattel family of companies
Official rules:
The aim of the game is to be the first player to
score 500 points, achieved (usually over several
rounds of play) by being the first to play all of
one's own cards and scoring points for the cards
still held by the other players.
The deck consists of 108 cards: four each of
"Wild" and "Wild Draw Four," and 25 each of
four different colors (red, yellow, green, blue).
Each color consists of one zero, two each of 1
through 9, and two each of "Skip," "Draw
Two," and "Reverse." These last three types are
known as "action cards."
 To start a hand, seven cards are dealt to
each player, and the top card of the
remaining deck is flipped over and set aside
to begin the discard pile. The player to the
dealer's left plays first unless the first card on
the discard pile is an action or Wild card. On
a player's turn, they must do one of the
following:
 play one card matching the discard in
color, number, or symbol
 play a Wild card, or a playable Wild
Draw Four card (see restriction below)
 draw the top card from the deck, then
play it if possible
Penalties: If a player does not call
"Uno" after laying down their
next-to-last card and is caught
before the next player in sequence
takes a turn, they must draw two
cards as a penalty. If the player is
not caught in time or remembers
to call "Uno" before being caught,
they suffer no penalty
Monopoly
is board game played by 2-6 players. In the
beginning of the game each player gets a certain
amount of money and a token which they move by
rolling a dice. If they land on an unowned property
they can buy it, if they land on owned property
they have to pay the owner a certain amount of
money. The more expensive the property the
bigger the rent. The purpose of the game is to not
go bankrupt. The game goes on until only one
player is left standing.
The history of Monopoly
 can be traced back to 1903, when American
anti-monopolist Lizzie Magie created a game
which she hoped would explain the single
tax theory of Henry George. It was intended as an
educational tool to illustrate the negative aspects
of concentrating land in private monopolies. She
took out a patent in 1904. Her game, The
Landlord's Game, was self-published, beginning in
1906.
I think Monopoly is a very useful game for
introducing students to the basics of economy. It’s
fairly easy to pick up and understand and it
teaches us about money, how to spend it, when to
spend it, the importance of saving up. It also shows
us how fast the economy can shift how random it
can be, how in order to make money you first have
to invest money and how sometimes even if you
do everything right life is just like a dice, it can go
from a 6 to a 1 really quick.
Games can be really engaging and educational at the
same time so they’re perfect for keeping children
interested in knowledge. They are also the ideal way
of relieving some stress and creating a healthy
environment for learning. Personally I consider that
schools would greatly benefit from introducing fun
activities for helping students to fully comprehend
more complex ideas in certain subjects and practical
uses for the things they are taught.
Supporting Materials
 YouTube links:
 https://youtu.be/QNV2xtiBk5U
 https://youtu.be/8np2I_gQgcY
 https://youtu.be/OXjJu8eauHo
 https://youtu.be/mP1YN4f18mQ
 Google links:
 https://www.igi-global.com/dictionary/game-literacy-assessing-its-value/11832
 https://www.gamesforchange.org/resource/video-game-literacy-a-literacy-of-expertise/
 https://culture.pl/en/article/gaming-literacy-how-to-understand-video-games
 https://superjumpmagazine.com/about-games-literacy-e57b43ffb353
 https://literacytrust.org.uk/information/what-is-literacy/video-games-and-literacy/
 https://www.gaminghorizons.eu/scenario/game-literacy-in-the-curriculum/
Erasmus+

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Game literacy and learning- Romanian team.pptx

  • 1.
  • 3.  Games are the fastest way to attract children and push them towards education and knowledge.  Interactions and team games are favorites
  • 4.  A quick and simple game which never fails to motivate students in their learning.  Game: Ask students to draw a 6 x 6 grid on their whiteboards or pieces of paper then select 6 words or images from the given list to draw/write in their grid. You must then randomly select a word from the list to describe, and students must guess the word in order to cross it off on their grid (if present). Continue describing different words until one student successfully completes their grid and shouts ‘bingo!’ (you can also award a prize to the first student who gets 3 in a row).
  • 5.  This fun classroom game encourages students to think on their feet and draw on a range of subject knowledge.  Game: Divide your class into small groups and hand out an object/soft toy to each group. The person with the object in each group will start. You name a title or theme, e.g. prime numbers, and it is then a race against time for the student to give 5 correct responses, e.g. 2, 3, 5, 7, 11, before the item/soft toy has been passed round everyone in their small group and returned to them.
  • 7.  The game was originally developed in 1971 by Merle Robbins in Reading, Ohio, a suburb of Cincinnati. When his family and friends began to play more and more, he spent $8,000 to have 5,000 copies of the game made. He sold it from his barbershop at first, and local businesses began to sell it as well. Robbins later sold the rights to UNO to a group of friends headed by Robert Tezak, a funeral parlor owner in Joliet, Illinois, for $50,000 plus royalties of 10 cents per game.  Tezak formed International Games, Inc., to market UNO, with offices behind his funeral parlor. The games were produced by Lewis Saltzman of Saltzman Printers in Maywood, Illinois.  In 1992, International Games became part of the Mattel family of companies
  • 8. Official rules: The aim of the game is to be the first player to score 500 points, achieved (usually over several rounds of play) by being the first to play all of one's own cards and scoring points for the cards still held by the other players. The deck consists of 108 cards: four each of "Wild" and "Wild Draw Four," and 25 each of four different colors (red, yellow, green, blue). Each color consists of one zero, two each of 1 through 9, and two each of "Skip," "Draw Two," and "Reverse." These last three types are known as "action cards."  To start a hand, seven cards are dealt to each player, and the top card of the remaining deck is flipped over and set aside to begin the discard pile. The player to the dealer's left plays first unless the first card on the discard pile is an action or Wild card. On a player's turn, they must do one of the following:  play one card matching the discard in color, number, or symbol  play a Wild card, or a playable Wild Draw Four card (see restriction below)  draw the top card from the deck, then play it if possible
  • 9. Penalties: If a player does not call "Uno" after laying down their next-to-last card and is caught before the next player in sequence takes a turn, they must draw two cards as a penalty. If the player is not caught in time or remembers to call "Uno" before being caught, they suffer no penalty
  • 10. Monopoly is board game played by 2-6 players. In the beginning of the game each player gets a certain amount of money and a token which they move by rolling a dice. If they land on an unowned property they can buy it, if they land on owned property they have to pay the owner a certain amount of money. The more expensive the property the bigger the rent. The purpose of the game is to not go bankrupt. The game goes on until only one player is left standing.
  • 11. The history of Monopoly  can be traced back to 1903, when American anti-monopolist Lizzie Magie created a game which she hoped would explain the single tax theory of Henry George. It was intended as an educational tool to illustrate the negative aspects of concentrating land in private monopolies. She took out a patent in 1904. Her game, The Landlord's Game, was self-published, beginning in 1906.
  • 12. I think Monopoly is a very useful game for introducing students to the basics of economy. It’s fairly easy to pick up and understand and it teaches us about money, how to spend it, when to spend it, the importance of saving up. It also shows us how fast the economy can shift how random it can be, how in order to make money you first have to invest money and how sometimes even if you do everything right life is just like a dice, it can go from a 6 to a 1 really quick.
  • 13. Games can be really engaging and educational at the same time so they’re perfect for keeping children interested in knowledge. They are also the ideal way of relieving some stress and creating a healthy environment for learning. Personally I consider that schools would greatly benefit from introducing fun activities for helping students to fully comprehend more complex ideas in certain subjects and practical uses for the things they are taught.
  • 14. Supporting Materials  YouTube links:  https://youtu.be/QNV2xtiBk5U  https://youtu.be/8np2I_gQgcY  https://youtu.be/OXjJu8eauHo  https://youtu.be/mP1YN4f18mQ  Google links:  https://www.igi-global.com/dictionary/game-literacy-assessing-its-value/11832  https://www.gamesforchange.org/resource/video-game-literacy-a-literacy-of-expertise/  https://culture.pl/en/article/gaming-literacy-how-to-understand-video-games  https://superjumpmagazine.com/about-games-literacy-e57b43ffb353  https://literacytrust.org.uk/information/what-is-literacy/video-games-and-literacy/  https://www.gaminghorizons.eu/scenario/game-literacy-in-the-curriculum/ Erasmus+