Thursday, March 21, 2013

Video Game Assessment and Classroom Model

4 comments:

  1. The game we chose is Zoombinis, which is a learning game for relatively young children. In this game, the objective is to save the Zoombinis and get them to a safe area, and to do this the player must solve several logical puzzles along the way. The game rewards players for doing well by allowing more Zoombinis further along if the puzzle is completed well, and motivates the player to get them across by creating a dramatic situation from which you must save the Zoombinis.
    If we were to use this game in the classroom, we would divide the students into teams, and then reward those teams for reaching certain goals. For example, if a group is the first to get ten Zoombinis to the safe destination, then the group members are able to each choose a piece of candy. For the first group that gets half the total Zoombinis to the end, they may each have a homework pass to use at their digression. For the team that first gets all the Zoombinis across the board, those team members may have a free day later in the week while the rest of the class works on an assignment. This will motivate the students to work together to solve the puzzles so that they may obtain the 'prizes' being offered.
    -Jory, Corrin, & Courtney

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  2. Ni No Kuni by James and Chris

    Objectives:
    Save mother
    Give people their hearts
    Defeat Shadar
    Finding the good in people
    Catch Familiars

    Incentives/Motivation:
    Save Mom
    Help people
    Teamwork

    Science:
    Alternate Universe
    Same Earth
    Same People

    Structure:
    Create alternate universe
    Try to figure out who other is.
    Try to find the good in people-
    Draw familiar and have another person figure out who it is throughout year.
    Another class, teacher or even school.

    Assignment:
    Draw familiars, bosses
    Incorporate traits or qualities that are "good" or "positive"
    Other person tries to find these real qualities of the other you.
    or
    Collaborating on a project and talk over Webquest blog.
    Talk about the bad things.
    Alternate would collaborate with this other person to make a familiar.
    Help each other out, and try to find the good.
    Reveal names at the end.
    Building a relationship

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  3. The game we chose was SIMS. The objectives we found within the game were to create, build, explore, and control lives. The game itself lacks goals, but leaves it open for the players to make their own goals to achieve. It's motivations include boosting careers, finding love, growing a family, traveling, having lots of money, interaction, becoming famous, and even supernatural aspects. For the classroom, we took the ideas of fulfilling responsibilities in order to move forward and continue having privileges. An example being; when a student fails to clean up after themselves while everyone else is taking care of their responsibilities, then that student will consequently be in charge of cleanup for the entire class the next day. Another idea we took from the game is the concept of having control of your own fate, where in the classroom the students would be able to collaborate/come up with on their own a syllabus for the class.

    Laurel, Sarah-Kathryn, Stephanie

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  4. We chose the game frogger. The purpose is to get across the road and the stream without getting hit by a car or drowning in the stream. The end goal would be to catch the fly and getting all of your frogs across to the other side.
    In the classroom this can be relative because as teachers we want our students to be confident with their work as well as with themselves. We can help them "get across the stream" by counseling them and helping them grow as artist and providing stimulating assignments and techniques as well. This would technically help them "build an overpass" therefore helping them reach the end goal of obtaining or sustaining confidence.
    This game also helps with decisions making and strategy. The choices that you make affect the outcome. You have three chances to make it across. In the classroom you can give the students three chances to work on pieces. Maybe if the students would like to rework a piece, make additional changes or make a completely new one with similar styles, then this will have a positive affect on the student. It allows for growth and can stimulate the students.
    Also this rule of three can be used to address how to deal with disciplinary actions. The students get two warnings and on the third they will have harsher disciplinary actions, or will lose privileges.

    -Team Awesome
    Stephanie, Katy, Savannah

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