@alba.monedero MCDEM La Salle Barcelona edukgame.wordpress.com.

Slides:



Advertisements
Similar presentations
Susan R. Easterbrooks Georgia State University
Advertisements

Being explicit about learning Focusing feedback on improvement Gathering evidence of learning Handing on responsibility for learning Participation Dialogue.
Planning for Learning, Teaching and Assessment in RME
The Communicative Approach
Digital Game-Based Learning Why and How it Works.
Module 1: Teaching functional skills – from building to applying skills 0 0.
In The Name Of GOD.
Game Design Serious Games Miikka Junnila.
Whose learning is it anyway?
FUNDAMENTALS OF EFFECTIVE LEARNING. Copyright Keith Morrison, 2004 CONSTRUCTIVISM Children construct their own knowledge of the world rather than it being.
The 6 Principles of Second language learning (DEECD,2000) Beliefs and Understandings Assessment Principle Responsibility Principle Immersion Principle.
Study Island Teacher Demo
Add and Subtract Zero Unit of Study: Add and Subtract Fluently to 10 Global Concept Guide: 2 of 3.
My Daily Tasks. Game My Daily Tasks a simulation & immersion game of everyday tasks that new immigrants to the U.S. may encounter.
Instructional Design for Language Learning Software Constructivist approach: creative use of software Language Learning -contextualized: not isolated chunks.
Dora Leal Monica Santizo Yusef Barrientos
PRESENTER’S GUIDE The purpose of the following presentation is to help you to share Khan Academy with the parents in your classroom. Anecdotally, we know.
ATD-NYC eLearning SIG Homework for Meeting 11/18/2015 No-Budget Gamification Copyright 2015 by Sellon Solutions LLC.
Welcome to ‘Maths at Barry ’ information evening.
A free, world class education for anyone, anywhere KHANACADEMY.ORG.
Motivating adult learners can sometimes be a challenge. This module will provide you with information on how to design instructional content that will.
Agenda What is “learner-centered”? ~Think of Time Activity ~ Learner-Centered: In Our Own Words Effective Instructional Strategies for the Learner- Centered.
+ Educational Technology Instructional Software SANKARSINGH,C TECH1001.
Fostering Autonomy in Language Learning. Developing Learner Autonomy in a School Context  The development of learner autonomy is a move from a teacher-directed.
Background Level: P2 Topic: Jobs Task: Students write about their dream job Language Focus: Vocabulary: Jobs – people who help us Use the simple present.
TESTS FOR YOUNG LEARNERS. GENERAL APPROACH Children aged from about 5 to 12 Testing provides an opportunity to develop positive attitudes towards assessment,
Support for English, maths and ESOL Module 1 Managing the transition to functional skills.
Elementary Science Learning Academy
What are Training Paths and how to construct them
Year 1 & 2 Welcome Meeting for parents
Software for Students with Special Needs - Introduction
17. INTEGRATING THE “FOUR SKILLS”
Competency Based Learning and Project Based Learning
Tetiana Savchuk School 3
Approaches to Develop Performance
Inquiry-based learning and the discipline-based inquiry
OSEP Leadership Conference July 28, 2015 Margaret Heritage, WestEd
Games Design: Game Concepts
WELCOME to Kindergarten

Study Island Teacher Training
Learning and Teaching Principles
The Communicative Approach
National Food Service Management Institute
Maths Workshop October 2017
Integrating Technology: Some Things You Should Know
Teaching with Instructional Software
Differentiated Instruction Reaching to all our students
LO3 - Create the Game 2016 Specification - L/615/1355
Mastery at Hillyfield.
Study Island Student Demo:
Add and Subtract Zero Unit of Study: Add and Subtract Fluently to 10
Effective Learning Game Design
Signing in to My College QuickStart™
How to support those with SEND
Signing in to My College QuickStart™
Welcome to Kings Norton Girls’ School
A practical approach in a school/classroom setting.
Drill & Practice Programs
Who is ISANS? ISANS is the leading deliverer of settlement services in Atlantic Canada We are the primary contact in Nova Scotia on refugee, settlement.
Signing in to My College QuickStart™
Interview with a Technology Education Teacher
Year 2 Welcome Meeting for parents
The Communicative Approach
Anatomy of a Lesson: HPS Instructional Framework
A free, world class education for anyone, anywhere
Collaborative Learning Scaffolding Talk across the Curriculum
St Joseph’s Catholic Primary School Monday 25th June pm
UDL Guidelines.
Gamification Dr. Carole Bagley, Ph.D. The Technology Group, Inc.
Presentation transcript:

@alba.monedero MCDEM La Salle Barcelona edukgame.wordpress.com

THE PLAYER SCREEN Screen to follow the progress of the player and, at the same time, they can view stats and other results from peers connected to the same network.   In this screen they will have to choose their avatar, related to the profession they would like to follow the path. The avatar will appear bare from any features, which will be added along the levels gathered. The avatar will not only build its own “life” (uni, starting a new job, getting a house, marry, etc), but all of them will be reflected in a multiplayer screen. This is where all the other gamers of the network will fund a new city, built by the students thanks to their improvements along the game.

REWARDS PANEL The players will be gathering points for surpassing the exercises, but at the end of each level, they will have gained rewards to improve the performance of their avatars. They could choose which path or another to follow among some options given by default, to grow on every step of life.   There will be a sort of guidance with recommendation about which path to choose, where the system gives hints for a better future of the avatar. There can be the risk for not taking a good option, but they won’t be able to arrive to some of the goals on the highest level.   There will be also a complementary data about the profession chosen, and also some messages to motivate the resilience and enthusiasm towards the game.

ANIMATION SCREEN  The first screen on all levels will be an animation where the player has to make the test to gather points to have more opportunities during the next drills.   The animation will have to be related to the subject chosen (EX: Maths, Science, English), and it will focus in a specific word cluster (EX: Maths – equations / English – parts of the speech). The words will be explained with an story animation, in which the meanings will be displayed in its real life environment. It will be a way to reinforce the learning by introducing them in a real-life scenario , where they can see how the material learnt can perform in reality.

ANIMATION SCREEN  During the animation there will be displayed different kinds of tests, where the player quickly review what just learned. He or she will have to surpass them in order to gain points for being able to survive in the next screens. If they lose all their points, the players will have to repeat the first screen again. However, the animation will be open to review at any time of the game, as well as any of the other tests if the player wants to practice the vocabulary. Once they have passed the screen, and gain points to have more life on the next games, the words that are mean to be learnt for each level, will appear with its definition close to the elements to have a visual recognition.   For EAL there will be an option to be read in their language.

HANGMAN, VISUAL CARDS, SCRABBLE, CROSSWORDS DRILL AREA Once they have tasted a bit of the CALP vocabulary, they will have to practice with a series of exercises based on classic word games HANGMAN, VISUAL CARDS, SCRABBLE, CROSSWORDS The games will be independently from the level, the player could chose them in any stage, repeat them in any moment with no relation to the rewarding system, but just for practising. There will be two mode of playing: competition and practice.

DRILL AREA During the exercises, besides the definition, there will also be another resources (graphic, external info, etc), to reinforce the visualization of the concept. It would be linked to the first interactive screen.   The player won’t be able to access to the next level until he has not reach a minimum in the drill exercises.

ASSESTMENT SCREEN Every three screens, the player will have a major assessment in order to surpass to the next level. The test can be to pass the interactive screens again, this time with no mistakes, and filling up the definitions of the words learned. There could be fill in blanks too.

Principles of GAME based LEARNING

Relate to prior interests of the learner: focus on their personal life Provide opportunities to learners to make decisions Exposition: creating stories in where the players feel to be involve

MULTIPLAYER PLATFORM Sense of mastery: specialization for virtuosity Encourage social interaction between learners: game linked to social platforms to follow up progression and share tips Possibility of choice: player feels the power to decide. Sense of mastery: specialization for virtuosity Competition and status Possibility of choice: player feels the power to decide. Have clear and meaningful goals: the children visualize the aim of their learning.

Intrinsic motivation: Use of fantasy and narrative for engaging content. Self-reliance and Autonomy: encourages independent exploration Self-reliance and Autonomy: encourages independent exploration Authenticity: contextual skills in learning processes, grounded in practices that can be roles and endeavors. Authenticity: contextual skills in learning processes, grounded in practices that can be roles and endeavors. Intrinsic motivation: Use of fantasy and narrative for engaging content. Self-reliance and Autonomy: encourages independent exploration Experimental learning: simulation for a learning by doing Experimental learning: simulation for a learning by doing

Concentration: the countdown of the test help players to focus on the words learned Challenge: increasing levels of difficulty to not overwhelming the player Freedom of failure: let the player to repeat and review their learning at any time

Progression and self learning: the players will have the opportunity to repeat the test and do the assessments as many times as they like Progression and self learning: the players will have the opportunity to repeat the test and do the assessments as many times as they like.

Sense of mastery: specialization for virtuosity Provide immediate feedback: reinforcement of the definitions in every of the games