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BLOG EXPERIENCE

• https://www.mathplayground.com/games.html • My interaction with other bloggers (most of them are teachers and DEEL students), I found that: • They do not have a clear knowledge about GBL • But in other part of the world, bloggers are very conversant with the concept of GBL, and, they are practicing it. Bloggers that are using GBL said wonderful things about the performance of their students.   • 8 questionnaires were given the primary, 6 to the JHS and 6 to SHS. • 2 could not be retrieved from the JHS females. • The questionnaire seeks to know: - If the teacher ever used simple game to teach? - What were the impacts? - If the teacher know how to play a digital game? - Whether the teacher has used GBL in teaching before?  - What are the barriers to GBL? - What were their role in GBL? - If they would like to use GBL?  FINDINGS OF THE RESEARCH - Only 2 nursery teachers (11%), use play to teach. - 17 (94%) once played games on mobile phon

DEFINING TRAITS OF A GOOD GBL

A GOOD GBL MUST BE: Interactive problem solving:  Interaction between the quest and the player - Specific goals/rules: rules  must be followed and goals attained to make the learner focus - Adaptive challenges:  Difficulty levels should match the learner’s ability. Control : encourage the  learner to influence the game play. - feedback: should Provide timely feedback.   - Uncertainty: it should not b e predictable, - Sensory stimuli: sounds, graphics and story that give excitement. EFFECTS OF GBL ON LEARNERS L -Critical/logical thinking - Retention skills - Creativity skills - Development of ICT skills - Collaborative learning - Learning how to fail - Improve visual organ - Motivation and fun -Communication skills -Social and emotional development ( Fromberg , 2002) - Neurological development (Perry et al, 2000) - Oral/literacy development (Perry et al, 2000) - NOTE: too much of every thing is bad. Games must have a time limit GBL IN OUR S

GAME-BASED LEARNING (GBL) VS GAMIFICATION

What is a game? Games refer to structured or organized play. Play is voluntary, intrinsically motivated and involves active cognitive and physical engagement that allows for the freedom to fail and recover, to experiment, to fashion identities, and freedom of effort and interpretation ( Klopfer et al., 2009) What is Game-Based Learning (GBL)? GBL is the use of game thinking and game mechanics in non-game context to engage users to solve problems in an educational environment ( Deterting et al., 2011) • What is Gamification? It involves the use of game elements, such as incentive systems to motivate players to engage in a task they otherwise would not find attractive ( Prensky , 2001) TYPES OF GBL 1-/ NON DIGITAL GBL   - Non digital game based learning is the use of physical game material such as cards, board games or tabletop games for educational purposes ( Kossi , 2018) - Examples: oware ; chess; draughts; scrabble; snakes and ladders; ludo etc 2-/ DIGITAL OR
In your view, at which level of our educational ladder can we apply the game-based teaching and learning methodology in Ghana? Should we begin at the Basic? Secondary? or Tertiary institutions?

RE-DEFINING LEARNING SPACE

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                 RE-DEFINING LEARNING SPACE Traditional idea of learning space limit the definition to the physical classroom with an arranged  tables and chairs and a teacher/instructor standing close to a chalkboard or marker board with stock of all knowledge and with students in class being "tabular razor" and passive. This concept of learning space narrows the definition to physical structures such as the physical classroom, library, faculty office, cafe and workshops where formal learning takes place.    The new concept of learning space represent significant opportunity for higher education. Technology has made learning spaces potential to serve new learning paradigm. With technology education, learning today is not limited by time and space. Therefore, the definition of learning space has become broader and much more inclusive. The physical classroom is no more the primary locus for learning in education.Technology has changed learning space. According to Brown

Gamification or game based e-learning

   I am conducting research on how the game-based e-learning can help in the teaching and learning processes in our developing countries such like Ghana. Per my information, gamification is an approach to motivate students to learn by using video game design and game elements in learning environment.    The goal is to maximize enjoyment and engagement through capturing the interest of learners, and, inspiring them to continue learning.    I sincerely need contribution that will help develop a comprehensive research findings that will come as an addition to what I already know. Thanks