OLTD 508- Mobile Learning and Gaming
Game Based Learning
OLTD PROGRAM LEARNING OUTCOMES MET
The evidence that I have chosen is about good learning and games. In his video, Principles of Learning, Jim Gee outlines 13 principles that make a good video game and could make for good effective learning. I mirrored the information from the video with my own experiences with video games, life, and teaching. I found the principles resonated with my personal experiences.
With Gee’s 13 principles in mind, I am more aware of strategies and appropriate resources when using online games. When selecting games; Gee’s principles guide my choices. This allows me to critically assess and evaluate the resources available. By doing this, I am able to better understand how to design programs that will enable students to have success learning online.
The 13 principles are all very good principles for teaching in general. Three principles resonated with me. First is Co-design because it gives students choice and aid in success learning online. The second principle is Pleasantly Frustrating. A good problem leads to good learning. Students will have success if the problem is challenging but not too hard. The third principle, Just in Time, and On Demand, allows students to start with simple rules and slowly add more information as the “player” requires it. An online student, to be successful, should not be overwhelmed.
OLTD PROGRAM LEARNING OUTCOMES MET
- Select strategies and resources appropriate for environment, learners and learning outcomes
- Understand, design and commit to student success in online learning environments
- Critically assess and evaluate resources for best practice in online learning
The evidence that I have chosen is about good learning and games. In his video, Principles of Learning, Jim Gee outlines 13 principles that make a good video game and could make for good effective learning. I mirrored the information from the video with my own experiences with video games, life, and teaching. I found the principles resonated with my personal experiences.
With Gee’s 13 principles in mind, I am more aware of strategies and appropriate resources when using online games. When selecting games; Gee’s principles guide my choices. This allows me to critically assess and evaluate the resources available. By doing this, I am able to better understand how to design programs that will enable students to have success learning online.
The 13 principles are all very good principles for teaching in general. Three principles resonated with me. First is Co-design because it gives students choice and aid in success learning online. The second principle is Pleasantly Frustrating. A good problem leads to good learning. Students will have success if the problem is challenging but not too hard. The third principle, Just in Time, and On Demand, allows students to start with simple rules and slowly add more information as the “player” requires it. An online student, to be successful, should not be overwhelmed.
Research Study
Can Gamification Augment Formal Learning and Assist Both Learners and Teachers
OLTD PROGRAM LEARNING OUTCOMES
The evidence piece that I have chosen is a research study on using games to augment formal knowledge of students and if those games can assist the teacher when designing and facilitating a mini-unit on ecosystems. The paper uses a research model in an effort to conclude how well online games can be used for elementary students.
This research attempted to develop and design intentional learning activities in order to evaluate the effectiveness of online games. Selected strategies and resources were carefully chosen with the learner in mind. To be an effective research study, the games and assignment had to be critically assessed and evaluated before the students began their unit. Data was collected on the effectiveness of the online games and evaluated on its effectiveness.
As a teacher, I believe it is vital to constantly evaluate the effectiveness of your teaching material. This is especially true when trying something new like online games. I evaluate the materials based on how well it reflects in student learning, but also on the amount of time, energy, and cost to prepare of its use. I also evaluate material on how much the students enjoy the activity. I believe in play, and ultimately, in playing online educational games.
Can Gamification Augment Formal Learning and Assist Both Learners and Teachers
OLTD PROGRAM LEARNING OUTCOMES
- Develop and design intentional learning activities suitable for the appropriate environment and the learner
- Select strategies and resources appropriate for environment, learners and learning outcomes
- Critically assess and evaluate resources for best practice in online learning
The evidence piece that I have chosen is a research study on using games to augment formal knowledge of students and if those games can assist the teacher when designing and facilitating a mini-unit on ecosystems. The paper uses a research model in an effort to conclude how well online games can be used for elementary students.
This research attempted to develop and design intentional learning activities in order to evaluate the effectiveness of online games. Selected strategies and resources were carefully chosen with the learner in mind. To be an effective research study, the games and assignment had to be critically assessed and evaluated before the students began their unit. Data was collected on the effectiveness of the online games and evaluated on its effectiveness.
As a teacher, I believe it is vital to constantly evaluate the effectiveness of your teaching material. This is especially true when trying something new like online games. I evaluate the materials based on how well it reflects in student learning, but also on the amount of time, energy, and cost to prepare of its use. I also evaluate material on how much the students enjoy the activity. I believe in play, and ultimately, in playing online educational games.