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Games in the classroom Karen Cafaro EDIT 704: Technology in Curricula

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1 Games in the classroom Karen Cafaro EDIT 704: Technology in Curricula
Coastal Carolina University

2 Process: Research educational games on the internet in the subject areas of middle grades language arts and social studies Check for Common Core State Standards Alignment Became familiar with game play

3 Findings: The web-based user interface of the games researched was reliable. There are many grade-level based games and apps for middle school langauge arts and social studies. Parlor games were directed at younger students, and role-playing games and mind games were directed at older students. Most of the games are aligned with Common Core State Standards.

4 Parlor Games A game suitable for playing indoors Word games
Board games

5 Examples of Parlor Games:
1. Word Girl: Power Words ELA – CCSS 7.L.4 7.RI.4 Grade 7 ELA Context clues In this game the player must choose the power word that will save the day and free the game’s heroine, Word Girl. The games improves reading context clues.

6 Examples of Parlor Games:
2. Which Word? Grade 7 CCSS ELA RL7.4 Context Clues and spelling Students read a sentence and decide which word would best fill in the blank. Improves spelling and reading context clues.

7 Examples of Parlor Games:
3. uVocab Vocabulary Trainer Grades: 6th-12th Standards: CCSS.ELA 6-12.L.6 Vocabulary study uVocab can help kids learn challenging vocabulary words and their definitions. In the Learn Words module, students can browse words, scrolling through the definitions and clicking the sound icon to hear the pronunciation.

8 Role-playing Games: Players take on the roles of imaginary characters
Played in a fantasy world or virtual community A game master decides on the rules and setting, acts as referee

9 Examples of Role-playing Games:
1. Trapped! Deduction (BBC) Grades: 6-7 Standards: 6.RI.4 7.L.4 7.RI.4 Using textual clues to determine the correct term to complete the phrase. Identify the subtext in a reading passage. Find the true meaning behind the text then shuffle the answers into the right spots. Play as a character in the story.

10 Examples of Role-playing Games:
Betwixt Folly and Fate Grade 8 CCSS ELA: RL.8.1, RL.8.2, RL.8.4, RL.8.5, RL.8.10, RI.8.1, RI.8.2, R6,.8.3, RI.8.4, RI.8.5, RI.8.6, RI.8.8, RI.8.9 Cross-curricular study – U.S. History and ELA Betwixt Folly and Fate is an immersive 3-D role playing game that places players in 1774 Williamsburg as one of four characters: Chloe, an enslaved house servant; Henry, a free black carpenter; Mary, a midwife's assistant; George, a young gentleman. The game involves the daily life in early America while learning about the social classes and customs of the time.

11 Examples of Role-playing Games:
Mission U.S. Interactive U.S. History Grades 6-8 CCSS ELA L.6.4, L.7.4, L.8.4, RI.6.1, RI.7.1, RI.8.1 Cross-curricular study – U.S. History and ELA Interact with famous historical figures while deciding your character's fate. This online game immerses kids in history by letting them make the choices people living in the s would have made.

12 Mind Games Psychological Played to gain an advantage over others
Mental exercises to improve mind function

13 Examples of Mind Games:
Quandary Grade 8 CCSS ELA W.8.3 Cross-curricular study of ELA and social studies. Players shape the future of a new society and learn how to recognize ethical issues. The premise is the settlement of a new planet where the players are building a new society. Players develop critical thinking skills and decision-making skills.

14 Example of Mind Games: Argument Wars Grades 6-12
CCSS ELA W.8.9, W Informational cross-curricular study of U.S. history. This is a series of games made up of landmark Supreme Court cases, including Brown v. Board of Education and New Jersey v. T.L.O. The player determines best argument then must support it. Players advance choosing the best argument.

15 Example of Mind Games: Neuroarcade Grades 6-12 Part of Brain Games.
Includes word games and puzzle games Used to improve vocabulary Players work their way through puzzles, word games, and mazes to improve their usage, all the while exercising their memory skills.

16 Reflection: Research into the effects of gaming in the classroom shows that when digital games were compared to other instructional methods, there was a moderate to strong positive effect in learning. In a study by the Gates Foundation, learning achievement has been assessed as improving by at least 12% if the student had access to the game in the classroom. An SRI study has shown an improvement of up to 25% in learning achievement when using games or simulations. As long as games are used to supplement instruction, they can be a valuable teaching tool. The most important thing a teacher should remember is to make sure that the games align with the curriculum goals and objectives.


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