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Games and Gamification_Turner

After reading 10 Emerging Educational Technologies & How They Are Being Used
Across the Globe, I was most intrigued by the use of games and gamification in
education. Game-based learning has not only been used in K-12 classrooms, it
has also entered higher education programs to help train architects and nurses.
Simulation games can put the participants into real world scenarios in which they
can be evaluated. The evaluation can give instructors insight on what the
participants may need further practice on to improve necessary skills. An
interactive fictional game of history can allow participants to interact with
historical figures and give them a visual experience of the geography and
architecture of the times. I think the incorporation of games into learning engages
learners of all ages. Students are less likely to become bored with lessons in
which they can become engrossed. Weak academic skills students can be
enhanced through games. Our school uses Classworks, iLearn/iPass, Study
Island, and others to engage learners through digital environments to help them
learn and practice skills. These programs are used to help students improve
reading, math, science, and social studies skills.

Previous research indicated that students in grades kindergarten through second


do not have the fine motor skills necessary for keyboarding. Further research
confirmed that keyboarding instruction should begin in third grade. Research
supported the use of games for teaching keyboarding. Digital games and lessons
will be used for students to practice keyboarding skills.
Teaching Keyboarding: More Than Just Typing
(www.educationworld.com/a_tech/tech/tech072.shtml) confirms that keyboarding
should be taught in third grade. Proper form and hand placement on home row
keys should be taught to third graders. Students learn key location through
practice drills. Fourth and fifth graders should be expected to continue proper
form and hand placement on home row keys when completing meaningful
activities, such as: typing reports, stories, and poems. Technique is the most
important aspect of keyboarding in elementary school. Accuracy and speed
becomes important later as technique is mastered.

Planning game-based learning (www.multilingual.com) states that games tap into


the natural desire of competition and challenge. Combining standards and
activities is a great combination. Students venture into virtual worlds to work
towards goals in a risk-free environment. Making mistakes is part of the
experience where students are not afraid to try again. There are eight types of
gameplay: multiple choice and true-false, puzzles, turn-based games, matching,
searching for hidden objects, shooter games, racing through an obstacle course,
and sorting. Two or more types of gameplay are included in successful gamebased learning software. Businesses and foreign governments have used gamebased learning to train personnel.
Evaluation of Selected Keyboarding Software (http://proxygsuecor.galileo.usg.edu/login?url=http://search.ebscohost.com/login.aspx?
direct=true&db=bth&AN=9106173924&site=eds-live&scope=site) discusses the
comparison of five keyboarding programs by sixty-six participants. The programs
were evaluated according to: general software information, educational value,
technical value, and final recommendation. Some of the strengths found in the
software were: promotion of proper keyboarding techniques, colorful graphics,
sound, reinforcement, meaningful letter sequences, analysis of student
performance, immediate feedback, practice opportunities, user friendly, and the
ability to print reports. The importance of previewing software prior to purchase
is stressed, but understood that time, money, and copyright constraints may
restrict educators from purchasing and reviewing up-to-date software.
Students will be imported into Typing Web (www.typingweb.com). They will
participate in lessons and games provided on this site. Typing Web will help track
student performance which will provide data to help plan future lessons. Utilizing
this website will give insight as to how students respond to digital lessons and
instructional games.
Dance Mat Typing (www.bbc.co.uk/schools/typing) will help take students from
the beginning stages of keyboarding and add letters as they progress through
each level. This website will help teach students the home row keys and
encourage students to focus on learning key location instead of speed. Using
Dance Mat Typing will help me discover how students respond to keyboarding
lessons/games with musical breaks between lessons which help students rest
their hands while being entertained.

E-Learning for Kids (e-learningforkids.org) has five modules that will help get
students practicing and perfecting keyboarding skills. The tai chi module will help
motivate young learners. Each typing module includes some aspect of history
from dinosaurs, pyramids of Egypt, history of the automobile, space travel and to
imagining the future. This website will give insight as to whether students enjoy
games with a historical twist.
All three instructional game websites will help me discover which games and
lessons elementary school students enjoy and which games are more beneficial
for keyboarding instruction. My goal is for students to improve their knowledge
of key location. Another goal is for students to learn to type without looking at the
keyboard. Accuracy is desired after students attain the first goal. Speed will
improve as students become better typists.

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