Digital Technology 13.03.18

Games Based Learning is the key to engaging children in curricular areas varying from mathematics to chosen topics. ‘gaming is hugely popular in the UK with almost 86% of 5-7 years old children and 90% of 8-11 year old children using gaming devices regularly’ Ofcom Report (2011). For games-based learning to become successful it needs to be combined with games and good teaching and learning, for it to be completed at the best standard for the children.

As a learner, I found it difficult at the beginning to understand fully the principle of the game, I then asked questions and this then became more easier to understand. Progressing with the session I then became more confident and a lot more engaged and enthusiastic, but most importantly confident with the resource. After this session, it has encouraged me to download the game and spend more time at home to again grow my confidence so that I am able to portray this to a class.

As an educator, I believe this is a good and reliable resource that can benefits children in the educational sector. As the learning through play has developed from traditional games of hop-scotch, to rubix cubes and now in the 21st century x-boxs and play stations etc. We as influences need to use this technology to our advantage and help children engage in lessons through technology such as Minecraft, Mario Kart etc. Skills that can be developed by playing games can be strategic thinking, planning, communication, application of numbers, negotiating skills, group decision making and data handling skills, this will then benefits the children for the rest of their lives when they are out of a school environment as well as within.

 

Cirriculum for Excellence in Early level states: ‘I explore software and use what I learn to solve problems and present my ideas, thoughts, or information.’ This would be achieved by starting with Mario Kart and progressing through to Minecraft as they get older and more wiser. First level and second level joint states: ‘As I extend and enhance my knowledge of features of various types of software, including those which help find, organise, manage and access information, I can apply what I learn in different situations.’ By today’s session as a learner I believe I have achieved this as well as my peers by helping one another.

References:

Children and Parents: Media Use and Attitudes, Ofcom (2001)

https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education

CFE Technologies: Experiences and Outcomes

Digital Technologies Reflection 06.03.18

“Digital Games-based Learning is the integration of games into learning experiences to increase engagement and motivation” (Higher Education Academy).  The connotations of the title insist the use of video games and the themes throughout them, but according to Edutopia Website they declares : “novels, films, plays and other media, games can be high quality materials a teacher uses to enable students to access the curriculum.”

There are benefits to Games-based Learning as it increases the children’s motivation, it is attention grabbing, it is easy to recall the information from it, it also reinforces knowledge and it is stress-free and pleasurable for the children.

These games can be used as a stimulus which is the starting point for other activities to endure from it, also we can use games to teach the children content as games can be used to illustrate concepts and materials which can be used to teach, it also teaches them social skills when playing the games. As educators it is our job to ensure that the children receives a positive impact on social skills, that it is supported in learning and enhances the learning of children, we need to ensure that it is developing the correct skills and it is providing opportunities to apply the skills in a every day life occurance.

Potential challenges that might arise when carrying out this particular activity might be identifying a suitable game to go with the lesson, it might be integrating the game within the time or day structure, it potentially could be confidence in the teacher and whether she has enough skills to manage this for the children to make the most out of the lesson and finally it could be a difficulty claiming the resources and whether the school has the budget to afford the games on each iPad or PC.

References:

https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning

CFE Technologies: Experiences and Outcomes