After
reviewing the video by Dr. Wang and articles including the sic C’s of motivation
(choice, challenge, control, collaboration, constructing meaning, and
consequences) the educational game that I chose to discuss is Word Frog. Word
Frog is a fifth grade interactive educational game that provides practice in
matching antonyms, synonyms, and homonyms. The target word appears on the frog,
wit the word category underneath, defining the relationship to be matched.
Students must match the center word with the correct word on the incoming flies
by firing the frog’s tongue at the correct fly. Students must use the arrow
keys to more their frog. In order to strike a word, students must press the
SPACEBAR or clock the word with the MOUSE. At the begging of the game, students
must select the content type (antonyms, synonyms, or homonyms) and select their
game speed (slow, normal, or fast). After the round, students are shown their
missed question and the correct answers. Students are also given an accuracy
percentage and rate per minute.

The six C’s of motivation
have the potential to enhance students’ motivation when applied to open-ended
tasks. The six C’s are developed in this interactive game as follows. According
to Malone and Lepper, providing explicit choices among alternatives can enhance
intrinsic motivation. In this game, the students have the choice of what content they want to play and the game speed.
Picking the content gives the student a chance to play something that interests
them and picking a game speed flows into the second C, challenge. If the
teacher instructs the students’ that they have to play the game at each game
speed, the student is challenged t
operate a task beyond their skill level. The fact that the students’ are in
charge of their game play and level, they are in control of the game. Being that in is a fifth grade level game;
students are regulated to their learning level. If these games are to be done
in groups or in pairs of two, this can become a collaborative group game. In the classroom, a topic of study might
be acronyms, synonyms, and homonyms, so by playing this game students are
learning the meaning and why they
are important. This game could lead to a writing assignment where they have to
use synonyms in their text. At the end of the game, students have to choice to
print their scores and details of the game. This could be an example where consequences will be placed and the
students can print and show their scores.
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