Using Groups and Games in Moodle Group Activities Can Build Collaborative Skills • Group projects can help students develop collaborative skills that are increasingly important in the professional world, such as: • tackling more complex problems than they could on their own; • delegating roles and responsibilities; • sharing diverse perspectives; • pooling knowledge and skills; • holding one another (and being held) accountable; • developing new approaches to resolving differences; • establishing a shared identity with other group members; • developing their own voice and perspectives in relation to peers. http://www.cmu.edu/teaching/designteach/design/instructionalstrategies/groupprojects/index.html Group Activities Can Build Learning Skills • Positive group experiences have been shown to contribute to student learning and retention • Group projects can reinforce skills that are relevant to both group and individual work, including the ability to: • break complex tasks into parts and steps; • plan and manage time; • refine understanding through discussion and explanation; • give and receive feedback on performance; • challenge assumptions; • develop stronger communication skills. http://www.cmu.edu/teaching/designteach/design/instructionalstrategies/groupprojects/index.html Designing Group Activities • While the potential learning benefits of group work are significant, simply assigning group work is no guarantee that these goals will be achieved. • In fact, group projects can – and often do – backfire badly if they are not designed, supervised, and assessed in a way that promotes meaningful teamwork and deep collaboration. • See http://www.cmu.edu/teaching/designteach/design/instructio nalstrategies/groupprojects/benefits.html for a great resource on how to design, supervise, and assess group activities. Using Games and Simulations in Learning • The goals of the game must match the instructional goals/outcomes • A student might seem active while playing a game, but they could be lacking the psychological activity needed to achieve the instructional goals • Games must be designed in ways that promote the learning you want to occur – don’t use games just to keep your students busy!! • Don’t overload working memory with add-ons that might be entertaining, but do not lead to learning Principles of Using Games/Simulations 1. 2. 3. 4. 5. 6. Match game type to the learning outcomes (the goals and activities in the game must align with the desired learning outcomes). Make learning essential to the progress of the game (objectives should be built into the game so the training material is relevant to the progression of the game). Build the game with proven instructional strategies (audio narration, explanatory feedback, relevant visuals, chunking, etc…) Build in guidance and structure (avoid discovery learning, provide visual support and instructional explanations) Manage the complexity of the game (move from simple to complex, align the pace to learning outcomes) Make the game relevant (the game is not meant to be entertainment, it does not need to be set in a fantasy world!) References/Resources • http://www.cmu.edu/teaching/designteach/design/instructio nalstrategies/groupprojects/index.html • http://www.thirteen.org/edonline/concept2class/coopcollab/i ndex_sub3.html • http://www.wcer.wisc.edu/archive/cl1/cl/story/middlecc/TSC MC.htm • Clark, R.C., & Mayer, R.E. (2011). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: Pfeiffer. • Clark, R.C., & Kwinn, A. (2007). The new virtual classroom: Evidence-based guidelines for synchronous e-learning. San Francisco, Pfeiffer.
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