Gamification during Covid-19 lockdown

Enviat per ginapalumbo el dg., 14/06/2020 - 10:18

General Info


Gamification during Covid-19 lockdown
Abstract

Since March 2020, teaching has become remote because of Covid-19. New methodological approaches have been implemented, in Matematichs and in Science,  not only for teaching, but also for the verification of learning. I considered the use of the game as a form of evaluation of individual and group learning. The experiences I designed, which see the use of digital resources on the net, are exposed here.


Practice's Language
English
STEAM discipline
Science
Mathematics
License
CC BY-NC-SA

Audience and Educational Framework


Audience competence
Beginner
Age Range
10-13

Educational Details


Educational Subject
Maths and Biology
Description of the practice

Gamification is a very engaging way to verify distance learning. I have proposed different types of online games in both mathematics and science. The motivation to learn was remarkable and the verification of learning was not a fearful and boring moment, but fun and useful for me.


Duration of practice realisation
3 mesos
Difficulty
Medium
Educational Use
assignment and teaching

Learning Outcomes

To know the locomotor system

To know Mendel and genetics

To knowing how to perform equations and literal calculation.

To collaborate with others for a common goal


Orientation/Focus
acquire new knowledge
develop new skills
attain attitudes
Learners acquire the fun of gaming computer games in a group. Further they are confronted directly with the different developmen
Life long learning, students awareness about what they know and what they're able to do
Delivery mode
Online learning

Hardware/Software/Other Resources

I indicate below the resources I used.

https://view.genial.ly/5e9be8f33b26f10da5c799c1/presentation-il-gioielliere-truffatore

https://view.genial.ly/5ebcfb9ce87b0e0d2560a934/presentation-i-muscoli

https://view.genial.ly/5ea43dc4da73ac0d8beb35ce/game-equazioni-prima-parte

https://view.genial.ly/5ea7c895d407580db931b412/game-equazioni-parte-seconda

https://learningapps.org/display?v=pff2860ej20

https://learningapps.org/display?v=pbsnhm1an17

https://wordwall.net/it/resource/1895893

https://wordwall.net/it/resource/1296259

https://wordwall.net/it/resource/1297626

https://quizizz.com/admin/quiz/5e8c51b1e20324001e63f01d

https://www.playfactile.com/kamuvg18c1

https://www.playfactile.com/ginapalumbo

https://www.playfactile.com/k9vhgr387d


Implementation

(where and how the practice was implemented)


Country that was implemented
Itàlia
Framework/οrganization that was applied to
I.C.S. "Capozzi-Galilei" - Valenzano (Italy)
Audience size
46

Description, evaluation and lessons learned

During Covid-19 lockdown, I offered my students a path that was as captivating as possible and close to their background. the presentation of the agorments was not conveyed through the frontal lesson, but through online resources, as well as the verification of the learning. It did not seem appropriate to verify their learning through a classic question in front of a screen, as it is easy to look at a book and cheat the teacher. So I made the tests in the form of single game or in groups, which involved them a lot and had fun and they served me to give me a more truthful view of the learning. Each game was played remotely in 40 minutes. I formed teams of 4-5 pupils, each different, and each pupil took turns answering the questions, earning a score. At the end the winning team was evaluated. Sometimes the game was individual and the top three winners were rated.

All the boys participated enthusiastically and made their contribution to the team they belong to. Disabled pupils with specific learning needs were also an active part of the groups.


Educational material/resources (file/URL) accompanying the practice


Educational material/resources

License
CC BY-NC-SA
Language

Anglès


Rate this Practice

4 votes with an average rating of 2.8.

Anglès