GAME BASED LEARNING TO ALLEVIATE EARLY SCHOOL LEAVING DR VANESSA CAMILLERI, UNIVERSITY 1 OF MALTA GUIDEBOOK An Aid for Classroom GBL 2 This is a unique guidebook created by a team of educators and experts from Malta, Austria and Sweden that will introduce new, innovative game-based learning (GBL) methodology guidelines and practical classroom scenarios to Secondary School educators. Use of this guidebook will facilitate gamification and the use of digital games in English and Maths classrooms. Since GBL can require more preparation and instruction time than traditional methods, educators must be equipped with a set of tools that they can easily refer to. GBL enhances the possibility of creative thinking and encourages the students to follow the subject matter and this guidebook will challenge both educators and their students. 3 THE GUIDEBOOK How can it be used? 4 • Not to be read from cover to cover. • To use the ideas in this book to adapt instantly to class-based lessons. • To offer ideas about how to plan activities for learners at risk of ESL, including the use of a number of commercially and freely available games. 5 8 MAIN HEADINGS 1. Number & Applications 4. Data Handling 5. Listening 2. Shape, Space & Measurement 6. Speaking 3. Algebra 7. Reading 8. Writing 6 UNDERSTANDING GAME-BASED LEARNING • What makes a game fun for the students? • What makes students get excited about a game or a fun activity? 7 WHAT MAKES A GAME? Fun from games arises out of MASTERY… It arises out of COMPREHENSION…In other words, with games LEARNING is the drug. Raph Koster, A Theory of Fun 8 13 PRINCIPLES OF GAME DESIGN Prof. James Paul Gee 9 HOW DO I GET SOMEBODY TO LEARN SOMETHING THAT IS LONG AND DIFFICULT AND TAKES A LOT OF COMMITMENT, BUT GET THEM TO LEARN IT WELL? 10 IT IS NOT ENOUGH TO USE TECHNOLOGY BASED TOOLS AND APPLICATIONS. IT IS IMPORTANT TO DERIVE AND CONSTRUCT MEANING FROM THE ACTIVITY 11 A GOOD game is all about the BALANCE between BOREDOM and FRUSTRATION 12 13 THE GUIDEBOOK • Each heading consists of a list of games (online, board, downloadable) • Each game will have a dedicated section with the following sub-headings: 14 • Scope (EQF level descriptors) • Learning Outcomes (EQF Curriculum Plan) • Game Info (cost, platform, subject, level, tech req) • What is it? (game description) • How can I play? (game access) • Teaching Strategy (ideas & tips to use in class) • Game Debriefing (game reflection & follow up) 15 TEACHING STRATEGY • More info about recommended duration of game play • Recommendations about best timing • Recommendations about class grouping 16 GAME DEBRIEFING • Reflection about game practices • Reflection about game play • Game follow up • Additional game activities/questions • Possible additional lesson plans 17 IT’S IMPORTANT TO GIVE THE LEARNERS TIME TO THINK ABOUT THE GAME THEY PLAYED, WHAT PROBLEMS THE GAME SOLVED, AND WHAT ADDITIONAL PROBLEMS COULD THE GAME BE MADE TO SOLVE. 18 LET’S GET PLAYING … 19 PLAYING THE GAME • Use the guidebook to choose a game • Test the game • Follow the guidebook for teaching strategies and game debriefing 20 From your experiences answer the following questions: • Would it be adequate for your classroom? • What are its strengths? • Why would the learners like this game? • What are its weaknesses? • Can these weaknesses be overcome? 21 • What problems/challenges can you associate with this game? • How can these challenges be overcome? • Do you have additional ideas about how such a game can be used? • Can you build a case scenario of how this game can be used in your class? 22 “Innovative spaces do not create innovative teachers. But innovative teachers will create innovative spaces.” –Allison Kerley 23
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