Wednesday, October 2, 2019
DGBL
According to Jean Piaget's theories, game integration into learning is a process referred to as "cognitive disequilibrium" (Van Eck, 2006, p. 20). It includes assimilation and accommodation, the former is the attempt of fitting new information into the existing categories, while the latter is the modification of the model in accommodating new information that does not fit into the existing category (Van Eck, 2006). If a game creates a continuous cycle of cognitive disequilibrium, it strives as teaching tools. (Van Eck, 2006). Being a mother of a schoolboy I chose a game cLLED "Influent" designed for a beginner level learner. The genre of the game is gamified language learning. I tried to play the game by myself but couldn't as I had to pay an annual fee for subscription, but as I went through the description of the game, I am more than sure this can be a great alternative to vocabulary learning activities. The game is designed specifically for those who think that language learning could not be adventurous. This is an apartment where everything is clickable and through scanning the player hears the name of the object in English. The game uses native audio pronunciations and tests the memory through quizzes. Through the game the player comes across over 420 nouns, adjectives and verbs that come along with their synonyms. Because it is a common apartment, it helps the player to learn the names of the objects that are used in daily life. The game gives the players an opportunity to start listening native pronunciation as well as develop speaking skills. In my opinion this game could be a very adventurous alternative to classroom vocabulary learning activities making the learning more realistic from the students perspective. Since nowadays students are mostly stuck to their digital devices why not integrate and use those gadgets in classroom settings. In case the game is used in the classroom the teacher must be a good observer to notice the errors made by the students. I would not recommend to use this game as a main tool of assessment but rather complimentary to the traditional assessment. Once the teacher decides to integrate games into the curriculum he/she must also consider the psychological aspect of the digitalization: students with low digital literacy may feel uncomfortable using the gadgets during the class. The school must also be equipped with appropriate gadgets.
Most importantly once teacher chooses a game and analyzes it for content, he/she has to decide on the missing and inaccurate content. "Some think this is the teachers' responsibility , some suggest that the more students are responsible for their learning, the more they will learn" (p. 26).
Subscribe to:
Posts (Atom)