Monday, 18 March 2013

Perpetual Motion, The Game


The Idea of Perpetual Motion of “Perpetual Motion” as a Learning Tool

            Perpetual Motion is a game from schooltimegames.com, which is an online educational game website that provides comprehensive lessons in the four core subjects of math, science, social studies, and language arts. It is designed mainly to attract the secondary level students; however, there are some games on the site fit for the primary grade levels as well. In order to prepare for the presentation aspect of this assignment, evaluating the game using a rubric was probably the hardest part. We had to be sure that the game met the best possible scores for all the different contents of the rubric, such as learner content, visual organization, navigation, critical thinking, etc. Creating the rubric was not at all a difficult task in that, we did not “reinvent the wheel.” We recycled an excellent rubric that we found on (insert site).
            As a secondary education teacher, technology is extremely important for the students because it is “the age” they live in. It also assists them with the “ever-changing” world of technology and the nuance of technological facets of education. According to the online website Technology and Educational Reform, created by the U.S. Department of Education, “The most common--and in fact, nearly universal--teacher-reported effect on students was an increase in motivation. Teachers and students are sometimes surprised at the level of technology-based accomplishment displayed by students who have shown much less initiative or facility with more conventional academic tasks” (Educational Reform).
            I agree that with a game-based enhance culture with probably every household on Guam and the Untied States possessing game consoles and computers, the integration of technology in the classroom is not that far fetched. With online and digital gaming, according to Erik Klopfer, and the entire authors of “The Education Arcade,” “Digital games, whether computer-, game console-, or handheld-based, are characterized by rules, goals & objectives, outcomes & feedback, conflict/ competition/challenge/opposition, interaction, and representation of story (Prenksy, 2001) or more simply, “Purposeful, goal-oriented, rule-based activity that the players perceive as fun” (Klopfer, 2008). They are distinguished by two key elements: (1) an interactive virtual playing environment, and (2) the struggle of the player against some kind of opposition” (Klopfer, 4).
 I think that in general, technology is crucial in this every changing society, especially in the developing parts of the world; if technology can be implemented then it should be taken advantage of.
I believe that the game of perpetual motion is all encompassing of many things academic. I could probably use this game as a fun and academic way to teach world geography. Since the object of the game is to complete the map, and the map is blank, at the same time they complete the game, I can ask them to label the map.

According to NET’s standards I feel that the following was achieved post-online educational game project: use technology to support learner-centered strategies that address the diverse needs of students. I was unaware at just the value of online educational gaming until this project was completed. We evaluated our projects based on the game we chose. Each group displayed the diversity of learning and the diverse needs of students by attempting to evaluate their technological game with rubric that would suffice for the viability of the game.



References:

Singh, Ram & Barbara Means.  (n.d.).  Effects of Technology on Classrooms and Students.  In Technology and Education Reform.  Retreived October 04, 2011, from http://www2.ed.gov/pubs/EdReformStudies/EdTech/effectsstudents.html

Klopfer, Eric, et.al.  2009.  Digital Gaming.  In The Instructional Power of Digital Games, Social Networking, Simulation, and How Teachers Can Leverage Them.  Retrieved October 4, 2011, from http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf