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Overall Project Design

Overall Project Design. How to effectively incorporate games into lessons!.

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Overall Project Design

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  1. Overall Project Design How to effectively incorporate games into lessons! It is common to get a variety of responses from educators if they are asked what role games take in a learning environment. Some educators believe that play has absolutely no place in a serious educational setting and others use games whenever they can and as often as they can, which then leads to a non-structured learning environment. Then there are the hesitant educators who are not comfortable using games because they do not know how to tackle the entire concept and they rather immediately use the good and useful resources rather than wasting time on less efficient ones. With all these particular views at hand, it would be beneficial to offer a training session on how to effectively use games in the classroom setting and at the end offer a variety of effective games and strategies for the participants to take home and try out. The intended audience for this particular training session could be all subject matter educators ranging from middle school to high school. Many if not all strategies of how to effectively incorporate games within the curriculum will work for all subjects and do not have to be subject-specific. Furthermore, the same thing counts for the types of games and all subject matters can use the original idea of the game while customizing it with the content of their subject matter. However, to keep the audience more manageable in size, this training session is geared towards foreign language teachers at the high school level. If there were not enough people signed up, the middle school level foreign language teachers could partake in the same group as well. In addition, some websites that offer interactive practice exercises, games, quizzes, trivia, and tests are specialized towards foreign languages and therefore are more valuable for world language teachers. Design choices: Color scheme (include examples or hex numbers): Allwhite background on slides with black text, occasional color will pop up if it compliments the slide and leaves a lasting effect on the viewer. Color will be added by inserting images to the slides. Every title is bold faced and the font size is 40.. The rest of the text is in font size 32. Important points made will be in the form of bullets. Hyperlinks will be indicated with bluetext. Every page displays a forward and backward button and all the pages are numbered. Font styles, sizes, colors (include font style name, size, and color for each element): Font style: Use of a sans serif type for easy reading , like Calibri (Body), black for clear and sharp text, mostly using font size 362or larger for easy read all through the room. Title font: Calibri 40 bold, black #000000 Content text: normal font and no smaller than font size 32. in Calibri Navigation text : Calibri 32 Button text will be in Calibri Describe the navigation of this module and any navigation elements that are required (ie. button shape, link color, button placement, etc.) Participants are being introduced to a PowerPoint presentation that is interrupted with activities in between. All participants receive the presentation as a handout, with note taking space along every slide and extra pages in the back to take notes. There is no navigation pane but there are a few buttons consistently appearing on each page. Buttons: Forward and backward button to easily access a previous page. Link button to view the image on the original page for a crisper and clearer look. Slide numbers added to refer to previous slides throughout the presentation. Additional Developer Notes:

  2. Content Slide # 2 How to effectively incorporate games into lessons! This slide is the learning objectives slide and should be presented to the participants at the beginning of the training session. The text is presented with bullets for the five outcomes. Two images will compliment this page. References are listed on the Reference page due to the lack of room on that page. I left this slide as one slide even though there is much text but the PowerPoint presentation will bring up one bullet at a time onto the screen (custom animation will be used). References Google. (2016). Kahoot! Android Apps on Google Play [digital image]. Retrieved from https://play.google.com/store/apps/details?id=no.mobitroll.kahoot.android Zemach, D. (2010, June 9). Teacher Talk: Playing Games, Part 2 [digital image]. Retrieved from http://azargrammar.com/teacherTalk/blog/2010/06/playing-games-part-2/ No multimedia used on this slide. No interactivity used on this slide.

  3. Content Slide # 3 How to effectively incorporate games into lessons! On screen content (What will display on this screen?) Proposed image or graphic for this slide Audio narration script or other multimedia elements (ie. video) description. Narration script should be written out fully in this section. Interactivity, animation, and additional navigational instructions should be fully described in this section. Include any branching instructions. (For example, if users click on item 1 then display slide 4; if users click on item 2 then display slice 5; if users click on item 3 then display slide 6.)

  4. Content Slide # 3 How to effectively incorporate games into lessons! Title: First exposure to using games in the classroom.This information came from a national survey on teaching with digital games conducted with 513 K-12 educators. Then comes the image and the link button next to it to get to the original website. Then comes the reference for the image. Graph provided that shows about how teachers learned about games in the classroom. Reference Takeuchi, L.M., & Vaala, S. (2013). Level up learning: A national survey on teaching with digital games. Retrieved from http://www.joanganzcooneycenter.org/wp-content/uploads/2014/10/jgcc_leveluplearning_final.pdf .No narration script No interactivity

  5. Content Slide # 4 How to effectively incorporate games into lessons! Title: Exchange of ideas in a small group setting. Answer the following questions first and then share with the entire group later. 1. Why do you use games during the lesson? 2. When do you use games during the lesson? 3. The pros and cons of games. Image provided that repeats itself on the pages that require a small group activity. Reference for the image: Kirkuk Girls College. (2015). Commite for group activity [digital image]. Retrieved from http://kirkukcaggirlscollege.com/commite-for-group-activity/ No narration script No interactivity

  6. Content Slide # 5 How to effectively incorporate games into lessons! Title: Why incorporate games? The title has an image incorporated. Reference Saga Educators. (2015, May 1). Get to the root cause of an issue with the 5 why method [digital image]. Retrieved from http://sagaeducators.org/2015/05/get-to-the-root-cause-of-an-issue-with-the-5-why-method/ Why incorporate games? Games give a welcome break from the usual routine of the class Games are motivating and challenging Games help students make and sustain the effort of learning Games create a meaningful context for language use Games rarely leave serious or lasting bad consequences Games provide language practice in the various skills- reading, writing, speaking, listening No interactivity

  7. Content Slide # 6 How to effectively incorporate games into lessons! Title: When to use games? Fun and more Friendly Involvement Time limit Use of language rather than language itself Learn, practice, or review Kinesthetic and tactile learners The title has an image incorporated Reference Bankaitis, A.U. (2014, January 8). When your impression material goes away [digital image]. Retrieved from http://aubankaitis.com/when-your-impression-material-goes-away/ When to use games? A game must be more than just fun A game should involve friendly competition A game should keep all students involved and interested A game should not exceed a certain time frame A game should encourage students to focus on the use of language rather than the language itself A game should give students a chance to learn, practice, or review specific language materials A games should provide a learning opportunity for kinesthetic and tactile learners No interactivity

  8. Content Slide # 7 How to effectively incorporate games into lessons! Title: How teachers are using digital games for content delivery. Graph provided that shows how teachers are using digital games for content delivery. Reference Takeuchi, L.M., & Vaala, S. (2013). Level up learning: A national survey on teaching with digital games. Retrieved from http://www.joanganzcooneycenter.org/wp-content/uploads/2014/10/jgcc_leveluplearning_final.pdf Page 20 in original document will display a better picture. No interactivity

  9. Content Slide # 8 How to effectively incorporate games into lessons! Title: What do learners get out of games? Interaction Cooperation Spontaneity Creativity Competition Push the limits Interest There is an image next to the title. Reference Salziger, M. (2016, March 8). Black and white fish [digital image]. Retrieved from http://black-fish.ch/category/blog/2016-blog/ What do learners get out of the game? Learners are interacting with each other Learners are cooperating with each other Learners become spontaneous and creative in using the language Learners become competitive and push their limits Learners stay interested No interactivity

  10. Content Slide # 9 How to effectively incorporate games into lessons! Title: Games for practice Play a game to state five important aspects related to effectively incorporating games into lessons. Kahoot or Eggspert buzzers for 5 aspects of games There is an image next to the title. Reference De Wit, A. (2012, May). Teaching tips – Using games in the English second or foreign language classroom [digital image]. Retrieved from http://www.witslanguageschool.com/NewsRoom/ArticleView/tabid/180/ArticleId/85/Teaching-Tips-Using-Games-in-the-English-Second-or-Foreign-Language-classroom.aspx Kahoot or Eggspert buzzer game to play with participants. 5 Questions and answers: 1. Games only practice reading skills. T/F 2. Games can last half a period. T/F 3. The nature of a game should always foster a friendly competition. T/F 4. A game can be inserted into the lesson at any given time. T/F 5. Games should not only be fun but also challenging and meaningful. T/F No interactivity

  11. Content Slide # 10 How to effectively incorporate games into lessons! Title: What NOT to do 1. Only a few people get to do the thinking 2. Long and complicated instructions 3. Unstructured time (use timers, short rotations, regular check ins) 4. No connection to learning objective There is an image under the text to indicate a video Reference Setty, R. (2008, September 29). What “Not to do” while you grow your blogging empire [digital image]. Retrieved from http://www.rajeshsetty.com/2008/09/29/what-not-to-do-while-you-grow-your-blogging-empire/ Avoidance list of things not to do when integrating games into the classroom: All participants should be able to contribute in the game. Don’t use long and complicated game instructions. Reduce the unstructured time such as the game time or the rotation time to a minimum. Also frequently do a check in with the different groups. When using a game make sure if fits the learning objective of the previous activity or the theme of the day. I would like to show a short video here but I was unable to find one that I liked. Since I had specific ideas in mind it looks like I would have to create my own. Multimedia animation

  12. Content Slide # 11 How to effectively incorporate games into lessons! Title: Exchange of ideas in a small group setting. Answer the following questions first and then share with the entire group 1. What games have you used so far in the classroom? Image provided that repeats itself on the pages that require a small group activity. Reference for the image: Kirkuk Girls College. (2015). Commite for group activity [digital image]. Retrieved from http://kirkukcaggirlscollege.com/commite-for-group-activity/ Small groups get back together again to work on a list of game examples. This list will be presented to the larger group by one representative. The presenter will add to the list or encourage participants to add names to the existent list if they were not already mentioned. No interactivity

  13. Content Slide # 12 How to effectively incorporate games into lessons! Title: Games Traditional games: 7 mots Tic/Tac/Toe Digital Dialects Memory LanguageGames.org Bingo LanguageGain Jeopardy Vocabulary.co.il Hangman Transparent.com Scavenger Hunt Brainpop 20 Questions Pictionary Charades Battleship Who wants to be a Millionaire? Puzzles Web-based games: Kahoot Conjuguemos Quizlet Quia Duolingo Two images provided that represent the different types of game groups. Reference for the images: Smith, J. (n.d.). German game ideas [digital image]. Retrieved from https://www.pinterest.com/jacsmith92/german-game-ideas/ LaFave, N. (2015, April 7). Quizlet – Why it’s still among my favorite study tools [digital image]. Retrieved from http://edtechpicks.org/2015/04/quizlet-why-its-still-among-my-favorite/ After the last small group activity, the games are shared in the large group and the presenter shares the list with the group and has the participants add games that haven’t been covered on the list. No interactivity

  14. Content Slide # 13 How to effectively incorporate games into lessons! Title: Games for practice Play a game to analyze whether a game is good or bad while comparing it to the avoidance list. Flashcards (smiley face or sad face) There is an image next to the title. Reference De Wit, A. (2012, May). Teaching tips – Using games in the English second or foreign language classroom [digital image]. Retrieved from http://www.witslanguageschool.com/NewsRoom/ArticleView/tabid/180/ArticleId/85/Teaching-Tips-Using-Games-in-the-English-Second-or-Foreign-Language-classroom.aspx Flashcards game to play with participants. 3 Questions and answers: The directions are very elaborate and given in the target language. (sad) Games like Scrabble are great games. (sad) Games that have no connection to learning objectives should be avoided at all times. (good) No interactivity

  15. Content Slide # 14 How to effectively incorporate games into lessons! Title: How teachers are using digital games to assess student performance Graph provided that provided that shows how teachers are using games to assess student performance. Reference for the image: Takeuchi, L.M., & Vaala, S. (2013). Level up learning: A national survey on teaching with digital games. Retrieved from http://www.joanganzcooneycenter.org/wp-content/uploads/2014/10/jgcc_leveluplearning_final.pdf Page 21 in original document No interactivity

  16. Assessment (Quiz) Slide # 15 How to effectively incorporate games into lessons Creation of a game on a game website

  17. Content Slide # 16 and 17 How to effectively incorporate games into lessons! Reference pages No audio narration No interactivity

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