"Online games also help students to build skills to an automatic level at an appropriate pace for them. For example, games could be helpful in learning multiplication tables, spelling, remembering dates, names of rivers, foreign language learning, or getting to grips with grammar rules. Well designed online skill games evaluate each student’s ability as the basis for the questions or problems given."
Source: Willis, Judy. "The Science of Homework: Tips to Engage Students' Brains." theguardian. 23 Feb. 2015. Web. 25 Feb. 2015.
Source: Willis, Judy. "The Science of Homework: Tips to Engage Students' Brains." theguardian. 23 Feb. 2015. Web. 25 Feb. 2015.
Using Minecraft: Education Edition
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As educators, we are well aware that learners need to be active, engaged and challenged within a purpose driven lesson. Whether online or face-to-face, this type of learning is very much a worthwhile pursuit! By creating an environment where learners' interests are relatable, our learners will be fully invested and take ownership of their learning.
So rather than simply presenting content, face your learners a challenge, problem/issue or a real-life scenario which will then translate into deep thinking and learner engagement, a win -win! This approach also helps your learners self-direct and be resourceful (student agency).
Inspired on my learners who I kept raving about Minecraft, and later hearing from former students who recreated the school campus during the current impasse. I started to look into learning more about this tool, but especially how to integrate it into my language classes.
This year, I participated in the virtual conference #ConnectEd2020 hosted by @MicrosoftEduCA
During Ben Kelly's presentation, he provided data and first hand experiences that will definitely get you onboard to using Minecraft and his 30+ official project resources. Check out his website below:
So rather than simply presenting content, face your learners a challenge, problem/issue or a real-life scenario which will then translate into deep thinking and learner engagement, a win -win! This approach also helps your learners self-direct and be resourceful (student agency).
Inspired on my learners who I kept raving about Minecraft, and later hearing from former students who recreated the school campus during the current impasse. I started to look into learning more about this tool, but especially how to integrate it into my language classes.
This year, I participated in the virtual conference #ConnectEd2020 hosted by @MicrosoftEduCA
During Ben Kelly's presentation, he provided data and first hand experiences that will definitely get you onboard to using Minecraft and his 30+ official project resources. Check out his website below:
Give these game-related activities a try!
These tools not only teach discipline-specific content but they also teach concepts like teamwork, resource allocation and the value of collaboration.
Do not let them just play, make it a learning experience!
You may wish to start and end each session with:
Do not let them just play, make it a learning experience!
You may wish to start and end each session with:
- Introducing students to the concepts they will acquire,
- Let them experience the game, and
- Debrief at the end to have them draw the right conclusions and refer to the student learning outcomes you wish them to acquire.
What started as a high school project became reality to a HS student who has invested himself in developing the game-based project that is now Gimkit. I jumped right into it as soon at I heard about it and tried with my language learners who loved the game from the get-go. Josh and Jeff keep making new improvements to this company that so far has stayed an independent and free from investors company.
Give Gimkit a try, your students and their learning will be truly impacted! |
Kahoot! allows you to track students' progress. Moreover you can use one of the many teacher-made public Kahoot! which also include YouTube videos. There isn't an app yet but you and your students may access its content via any device with a web-browser! You can now "save" your students' results to Google Drive by clicking that icon and voilá.
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Kahoot! has made a case as to why you should start integrating it into your classroom activities. Read more at: How should you engage with Inclusive Design?
If you want to track behaviors that Support Learning ...
You may want to try out ClassDojo or get students more involved in the gamified world of ClassCraft.
This 2nd semester (SY 2015), I have started using this fantasy-based and gamified behavioral tool with my 8th grade class as a way to both motivate and reward behaviors that support learning. My students seem motivated but I am still working out the different features that are available to better suit my class.
For more information and a detailed review from our friends at Graphite, please click the aforementioned highlighted ClassCraft link. |