Category: Games/Simulations

Why Game Based Learning Is the Right Choice for Remote Teaching

I don’t know many kids who aren’t excited to play games. Savvy educators have built lesson plans based on this interest for years. Today, because of the changes in education, the use of games to reinforce learning, to teach, and to engage students in their own education has become one of the most effective tools to bridge the gap between school-based and remote learning. Here’s what a joint study from Legends of Learning and Vanderbilt University found:

“…students who played the games outperformed their peers on standardized tests. Additionally, teachers saw dramatic increases in engagement and performance. “

In fact, 92% of teachers indicated they would like to use curriculum-based games in the future.

What is GBL

What is this magic wand? It’s called Game Based Learning (GBL). It simply means teachers include games in their lesson plans to teach curricular concepts. By using the games kids already love–want to play–GBL has an opportunity to turn students into lifelong learners who enjoy learning.

Good example of GBL: SplashLearn 

A good example of game based learning is the free-to-teachers program called SplashLearn. SplashLearn is an easy-to-use COPA-compliant, Common Core-aligned math curriculum for grades Kindergarten-5th that uses game-based learning to teach mathematical concepts. Students learn specific skills assigned by the teacher (to a group or individual) by playing age-appropriate, intuitive games based on appealing characters and fun interactions. These are welcome alternatives to the rote drill that many of us grew up on.

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Kid-created Games That Teach

gamification of learning

It’s discouraging to all stakeholders that annually, about 1.2 million students fail to graduate from high school. And “Pathways to Prosperity” reports that just 56% of college attendees complete a degree. Fingers point all directions but nothing changes the stark truth: Something causes kids to hate learning so much that they’d rather face their future without the knowledge or skills to do so successfully.

Solutions to this problem abound but one of the most popular with K-16 educators — because it works — is to gamify learning. Wikipedia defines “gamification” as:

“an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.”

Games remind kids of days when they chose their own seats, worked at their own pace, and responded to their own interests. Through childhood games, they learned social skills, problem-solving, sequencing, and a whole bunch more while they thought they were doing a puzzle, building blocks, or playing dodgeball.

Fast forward to formal schooling. As early as Kindergarten, kids are stuck into classrooms where play is replaced with rote drills, repetition, and growing boredom. It’s taken the experts decades but finally, the value of applying gameplaying characteristics to learning is being recognized as a formidable approach. I’ve written much about the use of games and simulations but today, I want to focus on the student as maker, where they create the game, troubleshoot problems, and refine the end result — exactly the traits valued by coding and programming.

Here are some of my favorite game creation tools for students:

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Engagement through Competition

Ask a Tech Teacher contributor, James Lovelock, has been thinking about the nexus of student engagement, online games, and learning. Here are his thoughts:

games in schoolStudent engagement has long been a point of conversation for educators, the concept that students must have an active interest in order to get the best benefit from instruction is hardly a new thought.  Having said that, the ways in which that engagement is best achieved is a source of dispute, particularly depending on which philosophy on learning is held.  Competition is definitely one of the more disputed forms.

Usually criticism of the idea of competition as a tool is that where some people win, other people must lose and that can serve to disengage them from learning.  This sort of criticism is particular of classrooms where a couple of students may be seen to be dominant in certain areas and every other student conceivably looks at them and thinks inwardly “what is the point?” and proceeds to tap out, achieving the opposite of the intended engagement.  To be fair, when competition is implemented without consideration to purpose or outcome for an entire class, this can happen.

Having said that, competition when used in a considered manner can be a highly effective tool for engagement in learning.  A common example is that of a spelling test where rather than students competing individually they compete in groups, mixing together students who are stronger and weaker in the challenge so that those who would otherwise disengage are able to participate.

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New Ways to Gamify Learning

The first thing most teachers think about when discussing gamified learning is the online math games kids play. Maybe Vocabulary.com and its spelling games come to mind next. But those webtools exemplify where the gamification of education started. Their approach is good but way down the SAMR pyramid to what can be done today, easily, in classrooms.

Let me step back a moment to explain the SAMR Model as it applies to the use of technology in education. It is used to discuss the implementation of technology in the classroom by organizing tech-in-education tools into four categories or types of usage:

  • Substitution: Technology is a direct replacement for something, e.g. ebooks in place of print books or online math drills in place of worksheets.
  • Augmentation: Technology not only replaces a traditional tool but adds functionality, e.g. using Google Earth to explore the setting of a story rather than a map
  • Modification: Technology allows for a significant change, e.g. using screencasts to explain a process.
  • Redefinition: Technology allows for the creation of completely new ways of learning that were previously not possible. e.g. using virtual meeting tools (like Google Hangouts) to include housebound students in a class.

The SAMR Model directly relates to the evolution of games in education, from simply substituting online drills for worksheets to creating new ways to learn that students love. The gamification of learning became popular at first because students exhibited great aptitude and tolerance for learning new material when gameplaying, but the reason that popularity lasted is even more simple: Applying the characteristics of gameplaying to learning works! The most well-known example is the viral popularity of Minecraft and the way it has been applied to every academic corner of learning.

Here are some general ideas of how you can gamify learning in your class, on a budget and without extensive retraining:

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Make your LMS a social learning platform

Vivek Singh, education professional and contributor to Ask a Tech Teacher, has some interesting ideas on using your native LMS as a social learning platform.  He has some great thoughts on breakout rooms, discussion forums, virtual reality, and gamifying lessons. I know you’ll enjoy their thoughts:

Earliest forms of learning, dating back to the stone-age, involved storyboarding one’s experiences on rocks. These photo-stories would prove as a valuable resource for generations to come. Education, thus, has its roots in the earliest social interactions. One of the fundamental qualities that ensured our survival is collaboration through knowledge sharing, imitation and behavior modeling.

Little has changed in today’s space-age. We inadvertently learn from our daily social interactions, with most of our informal learning happens through online sources of information. For example, YouTube, social media, news websites, even self-help videos/blogs which are present in every possible genre. This way of learning is attributed to the advent of the internet which has impacted the adoption of online learning software to facilitate formal education. LMSs are now being accepted as one of the ways to learn smartly.  Taking note of the importance of social learning, some LMSs have begun to add features to promote social learning, for those students who are studying online. Learning Management System features that support social interactions amongst students, enhance the learning outcomes for any given online module or course.

What makes your LMS a social learning platform?

Features and activities that enable collaboration among learners could be implemented in the form of chat-boxes, discussion forums, live interactive sessions supporting real-time data sharing capabilities, and many more. Here are some critical features that can essentially leverage an LMS to become social in the true sense.

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How to Blend Learning with Play for a Kid-friendly Summer

summer learningWith summer fast approaching all over the Northern Hemisphere, kids are eager for time away from teachers, textbooks, and To-do lists. In Ireland, Italy, Greece, Russia, and other Eurasian nations, summer vacation lasts about three months. In Australia, Britain, The Netherlands, Canada, and Germany, it’s six to eight weeks. American students get roughly ten weeks.

While kids celebrate, teachers and parents worry students will lose their academic edge. It turns out that concern is valid. Statistics say over the summer, kids lose over two months of math skills, two months of reading skills, and one month of overall learning. Efforts to prevent summer learning loss propel often-unpopular year-round school initiatives and all manner of summer school and summer camps that focus on cerebral topics.

Worry no more. The cure is much simpler: Disguise learning as play. Using the websites below, kids will think they’re playing games while actually engaging in the leading [mostly] free games and simulations in the education field.

A note: some must be downloaded and a few purchased, so the link provided might take you to a website that provides access rather than play.

General

Here are two gamified options that can be tweaked to address any topic:

  • Digital Breakouts — Players of all ages use teamwork and critical thinking to solve a series of challenging puzzles that ultimately enable them to achieve a goal. Digital Breakouts are an update to the traditional and popular webquests that have students explore the web as they gather content in a particular field — history, math, literacy, or others. A great collection of free, ready-made digital breakouts can be found over at Tom’s Digital Breakouts. These don’t have to be played online; for a fee, students can play unplugged.
  • Flash cards — apps like the free Brainscape provide topical flash cards kids can memorize in between the rest of summer stuff. You might even provide badges for the lists students finish.

Financial Literacy

Summer is a great time to learn topics that require dedicated periods of time — like a financial literacy program. These are important for high schoolers, but often not required for graduation. That means many students transition to that almost-adult point in their life where they need to understand credit cards, bank accounts, paying bills, and other financial concepts but have no real knowledge of how these work.

Here are a few sites that gamify financial literacy topics and can be completed over the summer:

  • Banzai – online free comprehensive financial literacy program
  • You are here – kids learn to be smart consumers

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Zapzapmath–Gamify any Math Curriculum

math curriculumZapzapmath is a free gamified way to teach math skills that’s tied to many national and international standards (like Common Core).  Its format is colorful and engaging, music lively, and layout intuitive. The over 150 games are fast-paced and interactive, and cover over 180 math topics. Students direct their learning with a unique space-themed avatar (called a ‘mathling’) that identifies their work and keeps them engaged.

My favorite characteristics of Zapzapmap Math include:

  • Math topics are delivered in a module-oriented manner. Topics include:

– Addition
– Subtraction
– Fractions
– Ratio
– Multiplication
– Geometry
– Coordinates
– Measurements
– Angles
– Time
– Pre-school Math

  • Each math topic is divided into four skills: Training, Accuracy, Speed and Mission, with appropriate games to support each goal.
  • Games advance as the child progresses.
  • Games are more than rote drills, intended to train critical thinking, problem-solving, and promote logic in decisions.
  • Games can be played offline, in multiple languages (with more planned before the end of the year).
  • Teachers can add quizzes that assess student math knowledge by selecting the grade, the topic, one of the suggested Zapzpmath games, and the duration.
  • Teachers (or homeschooling parents) can track the progress of up to thirty students organized into a class where they are able to gauge learning outcomes via a web-based Learning Analytics Dashboard. Each child’s progress can be viewed remotely as they play Zapzapmath.
  • The Education account includes a student report card so all stakeholders can track student progress.
  • Zapzapmath can be played as an app or on a PC via a download.

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homework

Resources to Gamify Student Writing

Ask a Tech Teacher guest blogger, Karen Dikson, has put together a collection of online gamified sites that will help your students with their writing: You think the textbooks for today’s generations of students are way more interesting than the once you had? Ask your students. They still think the lessons are boring. If you don’t do anything to make the studying material more appealing, you can’t expect great engagement and results in your classroom.

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What’s a Digipuzzle?

digital puzzlesNetherlands-based Digipuzzle is an online educational resource that offers hundreds of G-rated learning games for younger audiences, many in both Spanish and English.  Topics include math, animals, typing, geography, spelling, letter recognition, holidays, seasons, dinosaurs, USA, other games, and more.  Many of these are divided into subcategories — for example: Math includes games and counting, fractions, addition, subtraction, and multiplication. Digipuzzle even offers holiday games.  The site is easy to navigate, fun to use, and completely free. It is the labor of love from Marcel van de Wouw. It includes not only lots of themed puzzles, but Sudoku, line puzzles, search puzzles, dot-to-dot, tangrams, mosaics, and more.

You can use Digipuzzle on the web or as a mobile app.

Pros

Each game includes a sidebar with easy-to-understand icons that answer questions, access settings, and click you through available games.

Each game can be played at the level a student is comfortable — easy, normal, or hard — and can include audio or silent.

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geography

10 Websites + 4 Apps that Make Geography Fun

geographyOne of the hardest challenges for teachers is how to engage students in core subjects such as geography. It’s about mountains and rocks and valleys that haven’t changed for thousands of years. Why is that interesting? If you aren’t a geography buff, you’re probably nodding. You know what I mean. But watch how quickly the fourteen resources  below morph geography from dusty to dynamic:

2-minute Geology

2-minute Geology is a collection of two-minute videos that address the geology of locations around the world. The presenter is clever, the taping professional, and the experience mesmerizing as students are immersed in the importance of geology around the world–in just two minutes.

Continents Explained

Continents Explained is a four-minute humorous video that discusses the difficulty of defining continents on our planet (with a brief cameo from a Minecraft-like character). I came away scratching my head, wondering how the heck the experts ended up with the seven continents we all accept rather than four–or twelve. The video is engaging, energizing, and informative. This is a must for any discussion on continents.

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