Inspire Innovate 2010

WHY GAMES?

  1. Games are a shared experience.
  2. Games build community  – they are played socially at school.
  3. Meaning is constructed as a group – individuals contribute to group understandings.
  4. Language is played with – used in different ways to make different meanings.
  5. Language becomes more visible through a game – it has shared context, shared understandings and shared meanings.
  6. The experience, and the consequent language, is like “playdough” – it can be added to, moulded, pulled apart, re-arranged, viewed, discussed, evaluated, improved; first as a group, then individually; first orally and then written.
  7. Immersion in the experience is child-centred, lots of time is spent on student initiated and led exploration of the game and/ or the game world. Students become part of the experience: In the game directly: Participating in the game – manipulating the characters and events – “living the game”: As a springboard for real life, authentic learning.
  8. Learning outcomes are planned in detail – shared explicitly with students to support meta-language and deep knowledge.
  9. Learning indicators are specific and focused: one scene or setting, one character or one object.

 

CONTEXTS FOR LEARNING

wiiMusic

wiiSports

Endless Oceans – Tom Barrett

 

 

Cooking Mama LTS Consolarium

Nintendogs – LTS Consolarium

Samba De Amigo – LTS Consolarium

 

  • Authentic, real world tasks
  • Rich tasks
  • Cross-curricula
  • Creative – many ways to fulfill the assessment
  • On and off the computer
  • Expands across KLAs
  • Whole class input
  • Contract work

 

KLA SPECIFIC

Dolphin Island HSIE, S&T

wiiSports Maths – Tom Barrett

Drawn to Life English – Writing

Brain Training & Maths Training – LTS Consolarium


 

  • More focused on one KLA area
  • Individual, pairs, trios, smaller groups

 

Peter Richardson has a site that features a collaborative list of wii games and associated Year levels and activity focus.

 

 

PLANNING

Start with learning outcomes

Identify a game to support intended outcomes

Mind map, backward map, Blooms/Multiple Intelligences matrix.

Real world, authentic tasks.

DSLites & Dolphin Island

My class is studying oceans and conservation at the moment and all are involved in projects on an area of interest related to this overall topic.

I had been waiting for an opportunity to try using the school DSLites with my class. I had come across the game “Dolphin Island” and knew that the time had arrived 🙂

The 9 Year 3 & 4 students are the target group as they still need/enjoy a little more structure than the rest of the group. As well as playing the game and learning about conservation, there are a number of other off computer activities that this group will be undertaking as well.

The students are researching a sea creature and adding the info to our class wiki, identifying conservation issues and trying to work out solutions, measuring sea creatures, investigating mathematical problems based on the game, and participating in art/craft activites!

What fun!