By Monica Joshi Gamification is a method of incorporating game design elements in non-game contexts like classroom teaching and management. Through this project, we have tried to understand the topic LIFE ON LAND across different subject domains while incorporating challenges/missions in different parts of lesson design and assessment using suitable Microsoft products. Task completion and student learning has been rewarded with badges/points that were used by students to move over a leader board and exchanged for tangible desirables. Hence, the project demonstrates how games can be a powerful way to stimulate engagement and can play a significant role in experiential learning and reinforcement of content with effective classroom management. Learning Objective:
Project Outline: The purpose of this project is to use gamification in various subjects to understand the topic LIFE ON LAND. The project covers how different Microsoft (MS) tools can be used in gamification to engage students with the Introduction, Development, Summation, Evaluation and Reflection of the Lesson. The concepts covered included: Geography:
History: Students explore evolution of mankind. Evolution of Apes to Homosapiens and the settled life of the human beings. They have used POWERPOINT RECORDER to create a Flipped Lesson. Also they created a Minecraft World to Introduce and Develop the lesson Egyptian Civilization. Science: To explore the Respiratory System of the human body, various tools were used in different parts of lesson to make it more engaging and to give students an experiential learning opportunity. A complete lesson through Sway was created including various tools like Minecraft, Kahoot, Flip Grid and Microsoft Forms. For evaluation of Respiratory system, Microsoft Form and Kahoot are used. Microsoft form for Respiratory System You can play this quiz at home by downloading the KAHOOT APP. Your code/pin for playing the quiz on KAHOOT: KAHOOT PIN:- 0825949 For feedback and reflection FlipGrid is used to amplify the student voice. https://flipgrid.com/k5doayt Mathematics: Students to show learning with the help of graphs, charts in EXCEL/ POWERPOINT/ PAINT BRUSH/ ONLINE MAPS/ MINECRAFT for calculating perimeter and area. The students marked the places, find the distance between them and further they will calculate the area and perimeter of the specific region. By using Ms paint, grid lines can be created and animals face or entire body's area can be calculated. Summing up of the lesson was done using the Mind Map English / Hindi: Children have composed a poem and shared their views about supporting Goal No 15 Life on Land and recorded it on FLIPGRID, PADLET and MINECRAFT. Digital Storytelling is done using SWAY. Art: Children have prepared e-poster using 3-D Paint and MS-WORD depicting the theme SDG 15 LIFE ON LAND. Physical Education: A student created Minecraft world to develop a topic of good health in relation with indoor and outdoor sports. The created Minecraft world can also be used to assess the knowledge of students about the indoor and outdoor sports. Everyday Sports: A Precursor to Good Health, Quality Education and Peace Use Of AI across Subjects:- AI can be used in any subject for PBL through these simple steps.
Learning Outcomes:
Microsoft Tools Used:
How many students were impacted? Students from K-12 How can it be scaled & replicated? Scalability of the Project: Gamification is a method of incorporating game design elements in non-game contexts like classroom teaching and management. A teacher can incorporate challenges and missions in different parts of the lesson. Rewards, task completion and student learning with badges or points can be used to move over a leader board. It will be tangible for any classroom for desirable outcomes. Thus, this methodology allows for complete freedom in terms of:
What are the learnings and challenges? Learnings:
Challenges: I am Monica Joshi, IT Head, Sat Paul Mittal School, Ludhiana, Punjab, India. I am an SDG enthusiast and so do are my students, and it inspire me to take this as a challenge and currently I work to promote SDG’s through projects for my students, teachers and support staff. I am an MIEE [Microsoft Innovative Expert], MIE Master Trainer, Minecraft Global Mentor, MEC Guest Speaker. Recently, I was selected for E2 – Microsoft Education Exchange, held at Singapore. I had presented a #Teachtalk at Edutech Asia-2017. My case studies has been published in Teaching and Technology case studies from India by British council in collaboration with Central Square Foundation. As a new age teacher it is my duty to make my students equipped for the future and inculcate the skill of enquiry and knowledge building in my students. Besides this I am an avid traveler and love to convince others to travel. Connect with Monica Joshi on Twitter at @klnamya. Comments are closed.
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November 2019
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