The purpose of the online
educational game is to evaluate the effects and success of student’s ability to
learn incorporating technology. We were placed in random groups which consist
of early childhood, elementary, and post-secondary education majors. There was
an instant connection between our group which we were comfortable around each
other and we’re able to easily interact with each other. The objective of the
educational game is that within our group, we would examine an online game that
satisfies student’s ability to think fast enough to pair the vowel pairs to the
correct word. We then created a rubric
and a presentation about our chosen game.
Finding a game was not time
consuming for us. Individually, we searched on the internet for online games
that interest us before we got to our groups. Once we got into our groups we
collaborated on the games we chosen individually. One of our group member found
a game on the website, abcya. We all came to an
agreement about the game she had chosen to be used as our online educational
game. We started getting our hands on playing the game, making sure we become
experts of the game. We then start to formulate our rubric comprise of four
categories: graphics and sound, ease of use/age appropriate language, visual
and design, and accessibility. Our rubric is straightforward, which we rated it
from exemplary (3), satisfactory (2), and needs improvement (1). According to,
Eric Klopfer, Scot Osterweil, Jennifer Graff, and Jason Haas, they mentioned
that “The majesty of well-designed learning games and simulations is that
through technology they present a scaffolded, simulated world in a manner that
makes it more digestible and engaging for students.” (p.11) With the online game
assignment, we become aware of the numerous ways in which students are able to
actively engage and enjoy learning.
Coconut Vowels is aimed at
the 3rd to 5th grade level. It provides practice in spelling and getting to
know combine vowels and the sound associated with it. This game is convenient
towards the targeted age group because there are levels of difficulty comprise
of easy, normal, and hard. With each difficulty option, it gives students the
opportunity to learn new words, the ability to think fast, and combining vowel
pairs together.
For our presentation tools, we
first use Canva. Canva allows users to create document types from PowerPoints,
brochures, and so forth, as well as photo editing tools, and formulate graphs.
It is a fairly simple presentation tool and the designs are spectacular. We
started to outline our points on what we are going to talk about in our
presentation onto Canva. With Canva, we are able to share our presentation to
our group members. However, only one person is able to log in and edit the
presentation. We are not given the opportunity to simultaneously collaborate on
the presentation at once. Nonetheless, as a group, we discuss on another
presentation tool, called Prezi. We all concurred that instead of using Canva
we would use Prezi. Prezi is a map like schematic which we are able to zoom in
on desired details and out to reveal the whole presentation context. With
Prezi, we were fond of the animation and it was amusing. Canva and Prezi lacked
the sharing capabilities. In order to get a better use of the presentation
tools, we would have to purchase the tools in order to access more components
on them. Other tools that we also utilize was Kahoot and Screencast-o-matic.
Kahoot is where we were able to create a quiz refresher before we get into our
actual game. It can be access of any device and all users would need it a code
to begin the quiz game. Screencast-o-matic is where we are able to create live
videos on how to begin playing the game.
For our communication tool, we
utilize Whatsapp. One group member created a Whatsapp group specifically for
the ED271 class. It was extremely convenient because we always have our phone
and we respond to each other quick. We also utilize the Whatsapp video calling
when we had difficulty figuring out the sharing option on Canva; whether or not
the group can simultaneously work on the presentation at once.
Overall, the use of technology and
online games allows us to find innovative ways to teach lessons to children.
According to Noel Bitner and Joe Bitner (2002), they stressed that “Teachers
must learn to use technology and must allow it to change their present teaching
paradigm.” (p. 1) These young are our future generations, so as teachers we have to
provide the best instruments necessary to educate and prepare students for the
future. Through this assignment, it is guaranteed that the tools we have used
are what I am going to carry with me into my classroom. However, I will utilize
other technology tools to shape these children to adapt into the 21st century
to be technology efficient. Technology caters to various learning styles, and enhances
learning experience to the children
References:
Bitner, N. & Bitner,
J. (2002). Integrating technology into the classroom: eight keys to success. Journal
of Technology and Teacher Education, 10(1), 95-100. Norfolk, VA: Society for Information technology and Teacher Education.
Klopfer,
E., Osterweil, S., Graff, J., & Haas, J. (2009). Using technology of today,
in the classroom today. The Education Arcade, (p. 1-23). Massachusetts Institute of
Technology.
Hi:
ReplyDeleteNicely written
-j-