Shall We Play a Game?
Using games and puzzles to make learning fun
Lisa Byrd
Glen Rose High School
Malvern, AR
lbyrd@grbeavers.org
https://bit.ly/WarGames22
@baldmisery
Do you remember that tagline?
Why Digital?
Why games?
Speed
3.7m new videos are uploaded to YouTube every day – that's around 271,330 hours of video content based on an average length of 4.4 minutes.
Digital Assessment Live Binder
involves a more diversified form of concentration — probably less intense, and less centred on a single aspect.
-text illustrates the image
the text is complementary: It is used to expand on something that has already been presented in image form
“I have done the deed”
False face doth hide what the false heart doth know
Make a meme in Google Slides to show understanding.
-end of linear access
Internet rabbit hole
-connectivity
synchronous/asynchronous
-active vs passive
Reading=concentration and alone time
Digital interaction=short bursts of attention
-problem solving
Performance and constant revision; trial and error without planning
-immediate access
This is a very important point, since on occasion we may find the responses of students rather confusing. It is often said that pupils ask about the utility of what they are learning. Adults assume that they are asking about its utility in the long term. But what the student wants to know is its immediate applicability — not necessarily in a utilitarian sense, but because she needs an immediate contextualization of what has been learnt. They need to work with "authentic" tasks.
-importance of play/fantasy
Students today expect fun.
-positive view of technology
Generation Z, sometimes known as “zoomers,” is the demographic cohort that comes after millennials and proceeds Generation Alpha. Members of the Gen Z years were born between 1997 and 2012. So as of 2024, the Gen Z age range is anywhere from 12 to 27.
The real why of games
Hermann Ebbinghaus: Learning Curve
Hermann Ebbinghaus's learning curve is the same as the forgetting curve in that it has an exponential nature. In the forgetting curve, the sharpest decline occurs within 20 minutes of learning, whereas in the learning curve, the rapid increase happens in the first repetition. Subsequent attempts, however, show an evening out of the curve because memory retention of new information declines after each repetition. The good news is that Ebbinghaus also mentioned in his learning curve that relearning is easier and strengthens memory, thus increasing retention following subsequent relearning.
Ebbinghaus also showed the benefits of spacing effects in learning through his experiments, which means studying information at different times instead of trying to learn it all at once.
Motivates students by a sense of accomplishment and access to immediate feedback
Positive experience in games with its rewards, consequences, and connections to real-world situations can help students to reflect
Less stress for teachers as the focus of education moves away from the knowledge of content to 21st-century skills, gamification answers the need for dynamic assessments that can assess high-level skills.
By having fun you can create a relationship with students while they are learning.
Here is a list!!
Can You Incorporate Games Into Your Classroom?
wordle
I have 4 sets in pillowcases.
I mark the blocks by color and use that color when they play.
ESCAPE ROOMS
Around the world
Each student puts a piece of paper on the desk. Put name at the top. Ask the question; student answers on the sheet and stands up. When everyone has stood, you give the answer. The ones who got it right move to the next sheet. When a student goes around the world they get a point.
Any extra stuff...
Who Should You Follow?
Tips with Tech
Here is the link to my Marvel Mania activity for the 1st week of school. It’s the folder I have everything. I make a student version too.
https://knoword.com/a/XELX6
Shall We Play a Game?
Using games and puzzles to make learning fun
Lisa Byrd
Glen Rose High School
Malvern, AR
lbyrd@grbeavers.org
https://bit.ly/WarGames22
@baldmisery