Computer games can be effective learning tools when used appropriately in the classroom. Some key points:
- Research shows that educational computer simulations allow students to apply knowledge better than traditional lectures alone. Games turn dull lessons into engaging experiences.
- Several universities and organizations have created science and math games that teach concepts through simulations and problem-solving. Examples include physics games on sound and energy.
- Teachers can find ready-made vocabulary, science, and math games online or create their own using templates for Jeopardy, Who Wants to Be a Millionaire, and other formats. Scoring can track student progress.
Digital games to learn math presentationDan Petrak
These are the slides I used for a Webinar on April 2nd, 2013. I make the claim that digital games are a great way to learn and practice math skills. As a game designer, I talk about the ideas of "flow", "desirable difficulty", and "Hard Fun" serious games can use to help students master content.
Digital games to learn math presentationDan Petrak
These are the slides I used for a Webinar on April 2nd, 2013. I make the claim that digital games are a great way to learn and practice math skills. As a game designer, I talk about the ideas of "flow", "desirable difficulty", and "Hard Fun" serious games can use to help students master content.
Playing to Learn: Using Games and Simulations in the Classroom 07-19-11Andy Petroski
Playing to Learn: Games and Simulations in the Classroom
12:30 PM - 3:30 PM
Promote active learning, impact student motivation and improve learning outcomes through the use of games and simulations in the classroom. Technology expands the opportunities for learning through games by increasing the interaction, expanding the audience and tracking the results. This session provides an overview of using games and simulations for learning, including an exploration of the impact of games and simulations, the types of games and simulations and considerations for using games and simulations in the classroom. Off-the-shelf games and game templates that can be implemented immediately will be reviewed and simple tools for creating your own games will also be explored.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
2. 10,000 HOURS By graduation a student will have played 10,000 hours of video games.
3. Good Video Games = Good Learning Some people think of learning in school—for example, learning biology—as all about learning “facts” that can be repeated on a written test. Decades of research, however, have shown, that students taught under such a regime, though they may be able to pass tests, cannot actually apply their knowledge to solve problems (e.g., Gardner 1985).
4. Research Support for Educational Computer Games "Computer simulations are natural learning tools for a generation of video game players." "Inventive computer sims can turn dull lessons into hyperreal experiences -- if we can get educators to use them. ...” “Did you know The Federation of American Scientists recently declared that video games can redefine education?” http://people.uncw.edu/ertzbergerj/msgames.htm
5. The Faculty of Medicine at Imperial College London has developed a region in Second Life that aims to design game-based learning activities for delivery of virtual patients for experiential, diagnostic, and role-play learning activities supporting patients' diagnoses and treatment.
6. HowCanComputerGamesbeUsed in theClassroom Project based learning Starter Creating projects is an activity that encourages one of the highest cognitive levels of learning. Students enjoy creating education games that they share with each other. Games can be published onto a wiki site for revision. Students can watch or play a game such as Review Game Zone for 5 or 10 minutes at the start of the lesson. This can be used to motivate students for the objectives of the lesson. Plenary Use a game such as Hangman or Quizlet to summarise the objectives or the key words of the lesson. Cross curricular links Games that involve simulations, historical re-creation, and real-life problems solving.
7. TeacherTip Use screenshots to record scores. Students can save, email or print screenshot scores for a grade. Results recorded on teachers computer, wall chart or in student jotter.
10. Vocabulary Revision Hangman Versions Science: http://education.jlab.org/vocabhangman/index.html http://www.superkids.com/aweb/tools/words/hangman/ http://www.wordduck.com/ Create your own worksheet using links from this site and have students do them like "cyber" stations right on the web. Have them check off each site completed. http://www.yourdictionary.com/fun.html
11. Philogus http://www.philologus.co.uk/index.php Anagrams Bingo Game Cards Blockbusters Deal or No Deal Countdown: Numbers Hangman Millionaire Teacher Comments "Fantastic! My pupils love playing Millionaire to start the lesson." "The games are so much easier to set up than others I've found." "Thank you - these games have given me more confidence using IT in the classroom."
12. Quizlet http://quizlet.com/features/ This online tool allows you or your students to enter vocabulary terms and definitions to create electronic flashcards and quizzes to enhance word study in any language or a content area. Scatter is a fun matching game which lets you drag and drop questions and answers with your mouse while racing against the clock. Space Race is the ultimate video game study simulation. Racing the clock, you type in answers to questions flying overhead before they evade your grasp.
13. Computer Game Creation Jeopardy Labs is a free service you can use to create your own online Jeopardy game. Jeopardy Labs provides a blank template on which to build your game. You do not need to register in order to build your own game. However, if you want to be able to edit your game at a later point you will want to create a password before you create your game. When completed your game is given its one unique url. Post that url on your blog, wiki, or website and anyone can then play your game. Applications for EducationJeopardy Labs provides a good way for teachers to create a review game that students can play independently or in the classroom. You could also have students create games that they share with each other.
23. Beach RallyThis site contains downloadable games and utilities that teachers & trainers can use to enhance lessons. PowerPoint Games Excel Games Word Games Utilities/Timers
24. Templates http://jc-schools.net/tutorials/vocab/ppt-vocab.html This website contains a collection of templates for building PowerPoint games based on the concepts of Jeopardy, Who Wants to be a Millionaire, Wheel of Fortune, Bingo, and $25,000 Pyramid. All of these templates can be downloaded from the site and altered to suit your needs.
28. http://nobelprize.org/games_simulations.html Top 10 most visited educational games 1. The Laser Challenge Game 2. The Blood Typing Game 3. The Pavlov's Dog Game 4. The DNA - the Double Helix Game 5. The Lord of the Flies Game 6. The Electrocardiogram Game 7. The Control of the Cell Cycle Game 8. The Peace Doves Game 9. The Immune System Game 10. The Split Brain Experiments Game Take care of a diabetic dog & learn about diabetes. Learn how nerve cells communicate.
42. Freezeray: http://www.freezeray.com/ Scientific Literacy provides word games for a variety of topics. A teacher answer sheet of words is available as a pdf download. The Tips and Templates section provides templates for Drag and Drop as well as word games.
43. http://www.channel4.com/learning/microsites/S/sos/ Britain’s Channel 4 has teamed with the Institute of Physics to offer this set of online Flash games about sound, energy, and materials. A free registration is required, but made-up names seem to be acceptable. Teachers will want to preview these for suitability, but there seems to be considerable depth to the content.
45. Physics Games 24: http://www.physicsgames24.com/games/physics-games/
46. Element Game Site: http://education.jlab.org/indexpages/elementgames.php Element Flash Cards - Learn the names and symbols of the elements! Element Math Game - Calculate the number of protons, neutrons or electrons in an atom based on information from the Periodic Table of Elements! Element Balancing Game - Practice balancing chemical equations by picking the correct coefficients! Element Hangman - Discover which element the computer has picked by guessing the letters in its name! Element Crossword Puzzles - Use the clues provided to solve each crossword puzzle! Element Concentration - Challenge your memory and your knowledge of the elements!
47. 8 Chemistry Games – 6 Levels of Learninghttp://www.sheppardsoftware.com/Elementsgames.htm
50. Plasma Pong: http://www.fun-motion.com/physics-games/plasma-pong/ In the game you can inject plasma fluid into the environment, create a vacuum from your paddle, and blast shockwaves into the playing area. All these abilities have fluid-based kinetic effects on the ball. It’s almost as fun to play the game itself as it is to simply watch the physics simulation. In fact, you can press F1 to toggle over to an interactive fluid simulation..
52. Cells Are Us bingo game for review. On-line self-study system, Get Smart!, that operates like "flash cards," but additionally allows the teacher to provide feedback on answers and scores automatically http://peer.tamu.edu/curriculum_modules/Cell_Biology/index.htm Some of the interactives would make good IWB or partner-shared review games. The entire site should be a link from your teacher web page for students to use in at-home review. You must log in (as a guest) to see the teacher pages.
59. Maths Zone Role Play: http://www.channel4.com/learning/microsites/M/mathszone/howtoplay.shtml Maths Zone is a role play adventure. The aim of the game is to escape robbers and inform the police of their whereabouts. Behind the role play is a series of KS3 Maths problems. In order to escape the user will have to show knowledge of Maths concepts.
60. Dimension M A screenshot from the website of Dimension M, showing a disembodied math problem in the sky. Fee based
61.
62. The protagonist, a kid who’s just had his beloved pet abducted by Bigfoot and taken to a subterranean food mill, has to solve a series of math-based puzzles to get him back.
64. The educators guide gives you sound advice on how to guide your class.http://labyrinth.thinkport.org/www/
65. More about Lure of the Labyrinth The game is web-served so that it can be played by students anywhere, and at any time. Student data is collected on a central server, enabling teachers to view students’ accomplishments without requiring that gameplay occur during class time. The game is accompanied by curriculum that encourages teachers to follow this approach in deploying the game.
66. http://themathgames.com/ Basic Arithmetic Revision: Ordering Positive & Negative Integers Equivalent Fractions Evaluating Arithmetic Expressions Decimal Place Value
75. Palmagotchi: PDA Games Palmagotchi is a game based on virtual birds living in a Darwinian Galapagos. To keep the birds alive and thriving, players must learn about ecology, evolution, and genetics. The game takes place on wireless PDAs and sends data back to a central server that can be used to provide graphs of class-wide data to the teacher. Teachers no longer need to use class time to play games, but instead can use the class time to talk about data.
76. Citations and Resources http://www.teachersfirst.com http://jc-schools.net/ http://www.freetech4teachers.com/2010/03/jeopardy-labs-make-your-own-online.html http://www.slideshare.net/olliebray/games-based-learning-in-secondary-schools http://www.youtube.com/watch?v=WnPYhSbSABA (Second Life Video) http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
Editor's Notes
When player’s goals are clear he can more easily stay focused on the learning tasks. It is good practice to provide a clear main goal at the beginning of the game. The main goal should be divided into sub-goals and provide them at an appropriate pace in order to create feelings of success. If the goals seem too challenging, the probability to experience flow is low.The main purpose of the feedback is to inform player about his performance and progression toward the goals. In the illustrated framework, the feedback dimension is divided into cognitive feedback and immediate feedback. Immediate feedback keeps the player focused. If player has to wait long before he can realize what effect his action caused, he will become distracted and loose the focus on the task. Additionally, the delayed feedback may arise interpretation problems and in the worst-case even lead to misconceptions. The cognitive feedback relates to the cognitive problem solving – it is included because it provides the account for learning and cognitive immersion. Cognitive feedback aims to stimulate player to reflect on his experiences and tested solutions in order to further develop his mental models. In other words, it focuses player’s attention on information that is relevant for learning objectives.The playability antecedent is included to replace Csikszentmihalyi’s action-awareness merging dimension, which is problematic in the learning game context. This replacement is reasonable, because according to Csikszentmihalyi, all flow inducing activities become spontaneous and automatic, which is not desirable from a learning point of view. In contrast, the principles of experiential and constructive learning approaches emphasize that learning is an active and conscious knowledge construction process. It is noteworthy that reflection is not always a conscious action by a player.