Star Walk, for instance, is a great tool for teaching astronomy as it allows students to use the app to observe stars and other astral elements by pointing their phone or tablet to the sky. Thanks to their use in the video games sector, VR and AR are now becoming mainstream and teachers can use the latest apps and games made for VR and AR to bring a new perspective in the classroom. Virtual Reality (VR), Augmented Reality (AR), or Mixed Reality are all technologies that either started out in the video games sector and/or are technologies to which this sector brings a unique perspective. Other games like Pokemon Go encourage players to collaborate and take part in physical activity.Īs in module 2, many more examples of learning games and how they can be integrated in a classroom are available for anyone to read on the EUN academy website. Kawashima’s Brain Training includes hours of training activities aimed at improving the ability to concentrate, the value of which has been recognised in a study published in the Australasian Journal of Educational Technology. Other video games focus on helping students improve their physical fitness or cognitive abilities. This is excellent for learning and using new vocabulary. Players can then share their story and compare it with other players, seeing which words the others choose to describe each situation. In Elegy for a Dead World, for instance, players are asked to write what they see or feel given the situation they are confronted with in the game. Examples of these educational games include those designed for language learning, mathematics, history, literacy or even specific skills such as coding. While commercial games are primarily designed for entertainment, such as Mario and Sonic at the Olympic Games, many other games have been designed specifically to educate or train players in engaging ways. Many more examples were outlined in the module and can be accessed on the EUN academy website. The fact that the children had created and collected the data themselves made the lesson highly engaging. the final score obtained by each pupil or the length of the game play) and then used this data at the start of a mathematics lesson. The teacher recorded the information generated from the game (i.e. At the occasion of the Vancouver 2010 Olympics, a teacher asked the pupils to play a very simple game after break time, which was a two-minute-long mini-game in Mario and Sonic at the Olympic Games. The course presenter also outlined that such a game could even be used for less obvious subjects. Using the theme of a game such as Mario and Sonic at the Olympic Games can, for example, help teachers interest their students in the history of the Olympic Games and in sports in general, as well as introducing a geography element via the countries represented by the in-game characters. Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature.The second module of the course provides concrete examples of how games can be used in the classroom as part of a project or a lesson.
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