Archive for Games

wii’ve Got The Music 1

Future Directions in Literacy Conference – Sydney University

This term I have been using the wiiMusic Game with my class to develop knowledge and understandings about music. Here are a couple of posts from my class blog – 09AllStars – all about what we’ve been doing.

wii’ve Got the Music

We are studying music for the next few weeks, and we will be using the wii to help us explore and experience a huge range of instruments.

We used our Golden Time today for the intial taste of what the wii can do – everyone had a quick turn at playing an instrument and we all had a bit of a laugh as well.

Stay tuned for more posts on what else we are doing with the wii Music.

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Exploring the wiiMusic

Over the past week we have been playing the wiiMusic in small groups so that we can practise the activities and get better at the games.

We have been playing lots of different instruments and hearing and accompanying many different tunes. Its quite hard at times to play tunes that you haven’t heard before. We have found that you get better – and it becomes easier – the more you practice and the more familiar you are with both the instrument and the tune.

We have found out about “pitch” by playing the “Pitch Perfect” game – you have to listen carefully to match the notes that are the same, or put the notes in ascending order by listening to them. Sometimes this is hard, and the timer is counting down so you have to hurry!

 

wiiMusic – Perfect Pitch from KimPericles on Vimeo.

We Love the wii :-)

Future Directions in Literacy Conference – Sydney University

I have used the wii in my classroom quite a lot over the past two years, here are notes on a number of games I have used  with my Stage 3 (Years 5 & 6 ) class.

Pwii – Tennis

Here’s a blog post my class wrote when we used the wii for our PE lessons.

 

We have finally started our “PWii” lessons. We call them PWii (rather than PE – physical education) because we are using the Wii to play tennis.

                                              Sandy Tennis 2

 

 

 

Each group of students has written up a lesson on a tennis skill, and they teach the rest of the class how to do the skill. We play outside using a wide range of bats and racquets to learn the skills we need to play inside on the Wii.

Tennis skills 1           Tennis skills 2        Tennis skills 3

 

 

 

Each pair plays the Wii in the classroom, and we choose the “best of 3 games” option. When everyone has had a turn we will each play other students and have a “Round Robin” tournament.

                              Playing Wii         Playing Wii 2  

 

 

 

We hope to put together either a wiki of our work or at least a page to show you what we’ve been up to  :smile:

                                                     You win     

 

 

 

wii Tennis was the first experience I had with using the wii in the classroom. The class was really excited about using the wii as no-one had one at that time and so enthusiasm was at an all time high!

The game linked into the curriculum through English (Talking & Listening, Reading and Writing) as well as PE: 

  • we researched the types of PE skills necessary to play tennis
  • divided these up and pairs or trios of students then devised lessons to teach the skills to the rest of the class
  • together we used the internet to locate some appropriate warm ups, stretches and cool downs to use at the beginning and end of the lessons.
  • we located videos of how to perform the skills in tennis so that the students knew what they were to teach
  • students wrote up their notes into lesson plans
  • talking and listening skills and strategies were discussed with the class and a set of “Super Speakers” and “Great Listeners” charts were constructed to remind students of the expectations of the groups when students were teaching lessons
  • small groups of students taught these skills over a period of 3 weeks out in the playground
  • inside, the wii was set up and groups of students rotated through it playing tennis  - to get the feel for the game and the skills they were teaching
  • after all the students had taught their lessons we arranged a tennis tournament inside the classroom, using the wii

 

Mario and Sonic at the Olympics

It was a bit of a surprise to find ourselves using this game for poetry! However, a stand out of the game were the different characters and their individual responses to winning or losing the athletic events. Each of the characters were different colours and we discussed how the colours reflected each character’s personality.

Then students thought about the colours themselves, and how each colour looked, felt, smelled, the emotions it evoked, and even the tastes it reminded us of.

Lastly we put both aspects together and wrote poems that showed how the colour and the character  linked together to really show what the characters were like.

 

My colour jumps with joy and relief!

My colour sounds like a creaky hall way.

My colour feels optimistic.

My colour feels like the mysterious night sky

 

 

My colour is dark as the night sky.

My colour sounds like storms on a rainy day.

My colour is as evil as the grim reaper.

My colour feels like a touch of death.

My colour is the colour of horror.

My colour tastes like a shadow waiting to be unleashed.

My colour smells like darkness.

My colour is mysterious.

  

My colour is black.

My character is Shadow.      

Latika

 


 

 

My colour feels like the mysterious night sky

 

WRITING ROCKS

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Literacy is my home, my comfort zone: I know what to do and what to expect.

So I’ve been a bit uncomfortable for the past few weeks, as our wiiMusic unit develops and grows.

Enabling the students to discover, explore and make connections with what they know and are familiar with about music and what they are learning about music through playing with the wiiMusic game, is a vital part of the learning cycle.

We have been talking our way through the game, the concepts and the terminology, investigating ideas and thoughts more fully through art as well.

We’ve written some informational texts, but I have been uneasy and at a bit of a loose end and I think it’s because I haven’t been able to harness the fun and excitement of the wiiMusic game into the literacy learning of the class.

I have tried to placate myself with thoughts that my students are learning about music – the language, the sounds, the instruments etc – but I was a little apprehensive about the lack of meaningful literacy moments that I could take advantage of.

DSC07402I LOVE creating and crafting texts with my students: of playing around with writing so that it connects to readers and says exactly what you want it to say – but the opportunity had not arisen ……. Until today!

Today we shared ideas -

We built on each others words,

We explored vocab together,

We searched for the appropriate phrases,

We put images into words.

We created together!

 

This class is different to the classes I’ve had over the last couple of years: as a group they are much more reserved, they are less confident in themselves, there are fewer risk takers, there are more early phase ESL students in the group, and as a group they are less academically engaged in school.

So the strategies I used

⇒ were modified,

⇒ the positive reinforcement more frequent and specific,

⇒ the scaffolding was greater,

⇒ the re-phrasing and modeling more explicit, and

⇒ thinking time was more individual rather than shared

But the results were astounding!

Once the initial shyness was overcome there was much clapping and supporting of the efforts of all!

A shared purpose.

A shared pride.

A shared success.

Writing rocks!

21st Century Pedagogy Conference #3

RESOLUTION

Or what can it look like in the classroom?

“Create Something Extraordinary” – Oceans of Info Project

This is what we were studying as a class:

  •       Sustainability focus, environmental issues nationally and globally.
  •        Mapping, locating oceans and seas around Australia and the world.
  •       Food chains, adaptation of species

Which led to a negotiated Individual enquiry project.

Rubric – negotiated with students, expectations high and clear.

Oral presentation of information highlighted – talking & listening.

Researching – reading, writing, playing

Planning – writing, reading

Performing – negotiating, practicing, 

Outcomes/ presentations can be seen on AllStars blog.

 

CODA

Games in the classroom!

DS Lites, wii, Playstation

  •       Contexts for learning
  •       Springboards to spark and inspire
  •       Collaborative knowledge gathering
  •       Practising skills, attitudes
  •       Authentic purposes and audiences
  •       Group responsibility
  •       Cultural relevance

Find examples and write ups of using these games here!

Dolphin Island

wii Tennis

Learning Teaching Scotland’s Nintendogs Project

 

END OF STORY

Well that’s my story, now its time for you to come on board, to take time to explore and play with these tools that offer so much  – especially in the areas of connecting, communicating, collaborating  and creating.

 

Your task is ……..

 

To play

To discover

To choose something new

 

That could fit in your classroom and that you would share with your class or your staff, tomorrow or the next day…….

 

Go on, try for yourself ………. What’s the worst that could happen?

 

Here is a friendly slideshow that reassures (and offers practical advice) for …. facing the ICT  elephant :)

 

 

 

 

21st Century ICT Pedagogy Conference #2

COMPLICATION

Change

The world has changed.

The students have changed.

Knowledge and learning have changed.

Schools and teaching have changed ???????

 

Here are two short presentations to promote some discussion:


 

 

 

 

 

See Think Wonder

 

Child Centred

  •       Individualised / personalised
  •       Information skills for active strategies to research
  •       Literacy for authentic and personal purposes and audiences
  •       Interests / enquiry focus

 

 

Creativity

Sir Ken Robinson – “Do Schools Kill Creativity?” TED Talk

“If human intelligences were limited to the abilties measured in IQ tests, most human activity would stop, or would never have started …..”

Out of Our Minds, Ken Robinson, 2001. Pg 102

 

Where to go for exciting, web-based tools to spark and interest?

Try ……. Cool Tools for Schools wiki

 

 

 

21st Century Pedagogy Conference 2009 #1

 

21st Century Pedagogy Conference 2009

The “c” Generation

connect, communicate, collaborate, create

Innovations in ICT Practical Workshop: 

Quality Tools and Quality Teaching in a Quality Learning Environment

Here’s the story plan for today:  welcome to my session on using exciting tools with your students to explore, communicate and create together in your classrooms.

 

ORIENTATION

Using the NSW Quality Teaching Framework, the three dimensions of pedagogy that underpin the teaching and learning that occurs in classrooms are:

Quality Learning Environment:  refers to pedagogy that creates classrooms where students and teachers work productively in an environment clearly focused on learning. Such pedagogy sets high and explicit expectations and develops positive relationships between teachers and students and among students.

 

Significance:  refers to pedagogy that helps make learning meaningful and important to students. Such pedagogy draws clear connections with student’s prior knowledge and identities, with contexts outside of the classroom, and with multiple ways of knowing or cultural perspectives.

 

Intellectual Quality:  refers to pedagogy focuses on producing deep understanding of important concepts, skills,and ideas. Such pedagogy treats knowldege as something that requires active construction and requires students to engage in higher-order thinking and to communicate substantively about what they are learning.

From: NSW Department of Education and Traing, Professional  Learning and Leadership Development.

These are the basics that we are starting and finishing with today – it is the teaching that allows our students to connect, to communicate, to collaborate and to create. It is the quality of the teaching, the quality of the relationships, and the quality of the communication that will make the difference. Technology is the tool that can help us to help our students. It’s the “teach” not the tools that make the difference.

 

Sort It Out

Diamond


Easter Carmuirs – Ready for Action!

Next stop was just down the road to visit Rich Olyott and his P7 class at Easter Carmuirs Primary School.

Rich and his class are yet more blogging friends, and we had lots to catch up on when we made it into the classroom.

A solid bank of interesting and thoughtful questions were fired at us – and this time it was MrsP who was having trouble with accents ;-I.

I think we all came to realize that both countries and kids have a lot in common, although it was the differences in scary creatures and climate that caused the most “oohing and ahhing” from the kids.

Spiders, sharks, snakes, stingrays and other assorted deadly creatures were very popular topics and promises of some scary creatures to be sent over from Australia were made.

After a tour of the school by some very capable and talkative tour guides, we returned to the P7 room to be shown the many ways the class uses games in their learning.

We saw dance mats being used for gross-motor skill development,

 

Buzz questions for general knowledge, and wii sports for addition and subtraction games. Everyone was positive and enthusiastic about how games were being used and could articulate the why and how games helped/supported learning.

Whew! I love being part of a busy, enthusiastic and engaged classroom! A big thank you to Rich, P7 and Margaret for a fun filled visit!

 Here is a slide show Mrs Vass made……. thank you :_)

 

 

 

East Lothian Inspiration

A HUGE thank you to Ollie Bray who organized a busy and information packed Wednesday that took us to Wallyford Primary and Musselburgh Grammar to see Games -Based Learning in action in a variety of classes and age groups.

Gail and I were accompanied by Margaret and led out by Ollie to see a range of game platforms being used by great teachers, enthusiastic students and a proud & passionate Mr Bray.

Without exception, students from the two schools were engaged and enthusiastic about the use of games in their classrooms. Whether the games were being used for skills practice, skill speed improvement, concept development, or as a context for learning new skills  – students responded to the playfulness and fun of the games.

This allowed teachers to harness and support this enthusiasm into meaningful learning experiences for their students.  Maths drill and practise became purposeful and competitive; story writing was embedded in a shared context; and dance and movement was personally challenging with goals and targets to keep on track.

It was interesting to see how the teachers “unpacked” the learning taking place with their students. Discussions, suggestions, strategies and rules could be seen in charts and on walls of the classrooms that indicated the learning that was taking place was deeper than the skills emphasized in the games themselves.

    

Problem solving strategies were listed and articulated, child protection issues were talked about and solutions offered, management routines were developed with and by the students. All of which engendered ownership of the learning that was taking place, and the strategies and routines that students could use to confidently use and make the most of the games and learning they were involved with.

All in all a wonderfully fun and enlightening day in many ways. Thanks to the teachers who were so willing to share their classes and teaching with us.

 

 

 

Permission to Adventure

Snug and warm in a tiny café off the Royal Mile, we met up with the Adventure Author team: Judy, Cathrin and Keiron, to catch up and to discover what everyone had been up to since we last met.

The Adventure Author Project has finished, and the intrepid three are moving on so it was a good time to recap and talk about what they had found out and where they might go next.

Judy shared some of the newer features of the Adventure Author software:

1.    Comment Cards – which allow comments to be made and shared between students and the teacher

2.    Evaluation Page – specific criteria to be evaluated

-       star rating

-       attach evidence option

3.    To Do List – to keep track of what has been done and what needs to be done next

And we discussed how they have been used by students how they might be used by teachers to scaffold and support writing (as well as game making).

Judy and her team insist that students are at the centre of their learning – that students need to drive their own learning, work together to explore and discover and then share what they have found out.

This approach seems to give students the permission to take responsibility for their actions/plans, gives them the structures to develop their learning around and the confidence, time and expectation that they will then share and evaluate what they have done or discovered.

We discussed how this approach works in various settings (with undergraduates and Primary students) and all felt that an unexpected bonus was the creative way students could (and did) respond to the challenge of being in control of the what and how of their learning.

As always, some wonderful and thought provoking ideas about creativity ensued – eg does one create and then find a purpose for the creation or does one create for a purpose or does one create because they can?????? (Maybe all at different times).

Thanks team for a great afternoon and night of interesting, provoking and thoughtful discussions and sharing. Looking forward to hooking up with something new in the not-too-distant-future.

 

 

 

 

Why & How: Computer Games & Writing?

I have been using games in my classroom for nearly two years now and have been constantly surprised at the excitement, success and achievements of my students in this time. My students’ writing has especially been of interest to me and I have thought long and hard about how and why using games elicits such wonderful responses.

I first used PS2 game back stories as models (in 2006) for my students to write their own stories with surprising results. I then moved on to the very different and beautiful Samorost and Samorost 2 games as stimulus (2007) with again, wonderful results.

Using historical stories to build their own games, and write the back stories (also 2007) encouraged the students to come up with interesting and well thought out ideas.

Most recently I used Mario and Sonic at the Olympics as stimulus for writing poetry, which also yielded positive results.

Lots of different games, from internet based to COTS, yet all had great impact on the quality of the writing produced by my students. Why? How?

Well, in a coming together of ideas and professional learning over this time, I’ve read “Out of Our Minds. Learning to be Creative” by Sir Ken Robinson. So much of what he said made sense to me and led me to this post of thoughts as to why using games with my Primary aged students helps their writing.

The use of the games allows for and promotes creativity!

Robinson refers to creativity as

  • doing something
  • an action
  • applied imagination
  • valuable
  • public
  • original
  • a process rather than an event

most of these aspects can be linked to the use of computer games within my class. Perhaps my students are creatively learning – is that it?

I would love to know what you think :)

Collaborative nature of using games with the whole class on the big screen enables all to participate at whatever level they are comfortable with: amateurs, newbies, competents all have some stake in the game; all have important comments and views to share.

Newbies are seeing things for the first time – they can often share new perspectives that competents and amateurs hadn’t thought about.

Newbies ask questions that competents and amateurs can try to answer – by articulating what they know and teaching others the whys and hows of the game, strategies, language and information within the game can be shared.

Sharing of knowledge, ideas, vocabulary and the “piggy backing” of thoughts helps to grow new ideas and thoughts. Robinson says that we make sense of the world by trying on ideas for size. Shared vocab, shared imagery – this belongs to all of us. Sharing of the language involved provides models and scaffolds that support all learners – ESL, language disordered, struggling and advanced users of English. 

Sometimes the class starts with a common sentence, and everyone builds that sentence into something new. New vocab has meaning; new ways of saying something are shared and modelled. The language belongs to all of us, it gets better and more descriptive the more we use it and mould it to what we want to say.

Striving for more - students push themselves to get better/ be better. They work and think hard together, as a class, to achieve, to make the work stronger, the images clearer and the language richer. Students enjoy the notice, the acknowledgement of their classmates when they come up with a great idea, word, image or phrase.

During the game and the learning sessions, students are working for the common exploration of the game, the theme, the topic; they are working together to explore and imagine. There are no grades, no external reinforcement, just a sense of accomplishment and pride in what they can do. Pushing past what they thought was their best, to speaking, writing or thinking something that is new, improved and satisfying.

A community. My students are not isolated - it’s not them and a blank page – everyone starts together through talking and suggesting. The game provides a shared beginning with lots of “jumping off” points to get them started and on their way.

The oral aspect is vitally important for all students. Trying out ideas, and how they sound in English, and how they might best be written is hard for my ESL students- many of whom don’t yet have a strong idea of exactly how English should sound.

Acceptance of their ideas, providing alternative ways of saying the same thing, playing around with the language in a supportive way builds up the sense of community – everyone has something to offer.

Drama is a fantastic way to tease out new ideas and concepts especially when students are struggling with finding the English words for what they are seeing. Even advanced English speakers are able to develop their vocabulary through dramatic representation of what they are seeing and doing on the screen, in the game.

Students are motivated to try new ideas, new imagery, new ways of approaching writing in a supportive, yet exciting environment. My students are in a familiar domain (computer games) and can relax into the rigorous school domain where they are expected to write (in English) about unfamiliar topics, events and experiences. Their motivation seems to run deeper than simply playing computer games in school. They are being asked to do more than just play the game – they are being asked to think, to respond, to create, to move past the actual game in front of them, to record and deliver their ideas in new and interesting language.

Safe risks where students are encouraged to take risks and realize that to fail (some ideas they have will be better than others) is an important part of learning. Sometimes the flow of ideas and talking is so fast that it’s hard to get what you want down, but in this environment my students can see that their writing is not permanent – they can change it, add to it, re-arrange it, and if they really don’t like it cross it out or leave it and move on. Robinson beleives that creativity involves a dynamic interplay between generating ideas and making judgements about them. We get more ideas, and better ideas through taking these safe risks in a supportive atmosphere.

How different this is from the prolonged agony of no ideas, an empty white page and 20 minutes to write something, anything, at all. When all there was time for was to write down the first thing that came into your head, and it stayed there on the page mocking you (but it really didn’t matter because you didn’t need to read it again anyway. The teacher was the only one who read your work!).

The excitement and noise of ideas bursting forth, of being re-written and re-worked, of being tried out and accepted or laughed at and rejected, only to be picked up again later and turned into something useful. Or the quiet of pencils scratching workbooks, students mumbling sentences under their breath and a sigh of success as their writing works out and they finish off with a flourish and a grin J

 

I don’t know ………, I’m scratching for answers or insights into why gaming offers such impetus to my students. Is it the creative aspects of the tasks that appeal and resonate with the students? I do know that using computer games has impacted strongly and positively on my classroom over the last two years. Hopefully I’ll find out more (answers or questions – I’m not sure) when in Scotland and England early next year!

Image: ‘The Questions Crap
www.flickr.com/photos/84959877@N00/152579107
 

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