Tuesday 4 October 2016

A Collaborative Effort with Educational Technology


The objective of the educational game project was to choose and evaluate an appropriate online educational game. Initially, we were individually assigned the task of finding an online game after which we would need to share our findings with our peers. Although there were thousands of games to choose from, we were given a task to find a challenging online educational game. For this project, we were also randomly assigned a group to work with. I was placed in Group B with five other members. After showcasing our findings to our group members, we had to decide on one particular game that we would evaluate together as a group. My group and I chose the game entitled, “Math Man.”

            The first part of our group project was to create a rubric that we would use to evaluate the game with. We decided on eight criterias and three score levels to evaluate the game on. Coming up with these criterias and score descriptions was not an easy task because we did not want our rubric to be too complex. After all, the game itself was simple and straight-forward. Creating the score descriptions was also very time consuming and needed to fit everyone’s needs. However, we were eventually able to agree on our final criterias and appropriate descriptions through contributions from everyone in the group.

            Although my group and I agreed that “Math Man” is a fun educational game, its academic level may pose as a greater challenge for younger students. Being an Elementary Education major, I would not use this game for the primary levels, Kindergarten through third grade. Rather, its difficulty would be more appropriate for the upper grade levels, such as fourth or fifth grade and above. There are many ways to introduce “Math Man” to students. According to Miller (2014), “As teachers formatively assess their students, they may find that some students didn’t quite get either the content knowledge or 21st century skill they were focusing on. Educators can use games as a tool to support either revisiting the material or pushing students farther on new material.” In my classroom, I would use “Math Man” as a way for students to review the content we have just learned, whether it is about addition, subtraction, multiplication, division, or a mix of all four components of math. Additionally, I could use this game as a pre and post assessment in order to see growth in the student’s ability and understanding of these math components.

            Depending on the amount of technological resources available in my classroom, I would revise an assignment that involves the individual use of technology to a group effort assignment. For example, “Math Man” is a game that encourages group collaboration in order to effectively and rapidly carry out the tasks. An article written by the Centre for Teaching and Educational Technologies (2015) states that one advantage of teamwork in classrooms is that students are “engaged in active learning, enhancing their own learning and understanding as they help each other learn the course material.”

            For our presentation, my group and I took the opportunity to utilize Emaze as our main presentation tool since we were not familiar with it. We were able to explore this tool more and actually see what it has to offer. I was also able to create simple flash cards using an online study tool called "Quizletand integrate it into our presentation as a warm up for the audience. Furthermore, we used Google Sheets to create the rubric for our game. Tools that we used to communicate with each other as we worked on the project included emails and an app we were all familiar with called "WhatsApp." WhatsApp was most convenient for us since it allowed us to be instantly notified and up-to-date with information concerning our project through our cellular devices.

            Technology is constantly evolving and the use of it is globally promoted. Therefore, it is essential that teachers learn how to incorporate technological tools, such as online educational games, in their classrooms. Through this project, my group and I were able to utilize technological tools to enhance our presentation. This assignment has increased my awareness of the variety of tools available online that we can use to improve and enhance not just our educational experiences, but our future students’ as well. These online educational tools help provide quality education as we are constantly adapting to an ever-growing technology-based society.

                                                                
                                                 References

Centre for Teaching and Educational Technologies. (2015, September 21). 
             Advantages of Teamwork. Retrieved October 03, 2016, from
             http://ctet.royalroads.ca/advantages-teamwork.

Miller, A. (2014, October 08). Small, Safe Steps for Introducing Games to the
             Classroom. Retrieved October 03, 2016, from
             http://www.edutopia.org/blog/small-safe-steps-introducing-games-
             andrew-miller.