Title: Games for Instruction and Assessment
1Games for Instructionand Assessment
- M.E.B.Lewis,Ed.D.
- Johns Hopkins University
2Why we use games for instructionmes for
instruction
- Interaction Movement
- Motivation
- Variety
- Reduction of anxiety
- Flexibility
- Adaptability
3Games provide opportunity
- Turn taking
- Strategy design and use
- Collaborative experiences
- Peer learning and sharing
- Language practice
- Prep for test taking
- Actual assessment
4Release of Responsibility
STUDENT
TEACHER
GUIDED PRACTICE
5Blooms Taxonomy
EVALUATION
SYNTHESIS
ANALYSIS
APPLICATION
COMPREHENSION
KNOWLEDGE
6Blooms Taxonomy
KNOWLEDGE
EVALUATION
SYNTHESIS
COMPREHENSION
APPLICATION
ANALYSIS
7GAME THEORY
There is science in this
Players can be observed for how they respond to
winning and losing
Games provide a forum in which the learning and
thinking patterns of the players can be examined
Players can be observed for their ability to
strategize and form plans
Players can be observed for their ability to
wait and to work with others in team activities
Players can be observed for if and how they take
risk
8Card Games
- Card games are useful because they are portable
and can be used in all content areas of the
curriculum.
9Active participation games
- Students learn best when they are moving.
- Multisensory learning experiences allow for
differentiated instruction.
10Board games
- Basic shells allow for flexibility of level of
difficulty as well as for complexity of
application.
11Communication games
- Word games include both analytic and synthetic
phonetic learning opportunities. - Additionally, they promote vocabulary growth.
12Game Shells
Weakest Link
Concentration
Jeopardy
Match Game
Wheel of Fortune
Millionaire
Deal or No Deal
Hollywood Squares
13Useful Game Devices
Spinners
Dice/Number cubes
Stickers
Blank cards
Foam
Deck of cards
Shower curtain
Stones/Marbles
14When designing games to assess...
- Teachers must give players opportunities to
master levels of difficulty in games.
15Complexity/Authenticity
- The game design should also include complexity of
tasks to make its use authentic and more
functional.
16Keep in mind...
- User-friendly timelines for games, making them
brief, useful applications of skills. - Brief games make the players look forward to
playing.
17Keep in mind...
- Scoring in the game is useful, but should be
understandable to the players. - The object of each game should be clear, with
expectations of accuracy made plain.