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There is no denying the success and popularity of WebQuests among teachers. For those interested in technology integration, this is a significant step in the right direction. Yet, WebQuests are instructivist examples of technology integration -they are web-enhanced forms of direct instruction. We consider constructing homemade PowerPoint games as a constructionist alternative to WebQuests. PowerPoint is nearly ubiquitous software and teachers already use existing games in their classrooms. The authors contend that a better use of class time for learning is to turn over the act of game design to the children themselves. In this project, students in social studies course delivered by a mid-western high school designed PowerPoint Games as a means to review for portions of two examinations.
There is no denying the success and popularity of WebQuests among teachers. For those interested in technology integration, this is a significant step in the right direction. Yet, WebQuests are instructivist examples of technology integrationthey are web-enhanced forms of direct instruction. We consider constructing homemade PowerPoint games as a constructionist alternative to WebQuests. PowerPoint is nearly ubiquitous software and teachers already use existing games in their classrooms. The authors contend that a better use of class time for learning is to turn over the act of game design to the children themselves. In this project, students in social studies course delivered by a mid-western high school designed PowerPoint Games as a means to review for portions of two examinations.
Education Faculty Publications, 2011
The integration of technology into K-12 classrooms has long been hampered by the problem of scalability. Familiar software programs, such as MS PowerPoint, can be used as a tool for students to create educational games to deepen their understanding of content. In this article, the authors examine students in two secondary social studies classes that created homemade PowerPoint games as a way to review for their mid-term and final examinations. The authors compared student performance on these exams based upon the topics covered by their game design. While no significant differences in student outcomes were found, qualitative analyses indicate that students and the teacher reported that the activity enjoyable and wished to continue this project. The authors speculate the lack of statistical differences was due to the small sample size and plan to use the lessons from the first year as this research continues. There has been a persistent tension within the social studies and history education between teaching facts and helping students come to some deeper understanding of the interconnectedness of those facts and what it means for today's society. Four decades ago, Barth and his colleagues described this tension as different traditions in social studies, specifically cultural transmission vs.
In this paper, the researchers explored the use of homemade PowerPoint games as a pedagogy strategy. This quasi-experimental study examined whether there were performance differences between students in a class that utilized the teachers’ traditional methods of reviewing for a unit exam and students in a second class that utilized homemade PowerPoint games. The analysis of variance indicated that there was no statistically significant difference in the performance or the level of improvement between the two classes, which may have been due to the small sample size. These results are consistent with other studies of homemade PowerPoint games.
The integration of technology into K-12 classrooms has long been hampered by the problem of scalability. Familiar software programs, such as MS PowerPoint, can be used as a tool for students to create educational games to deepen their understanding of content. In this article, the authors examine students in two secondary social studies classes that created homemade PowerPoint games as a way to review for their mid-term and final examinations. The authors compared student performance on these exams based upon the topics covered by their game design. While no significant differences in student outcomes were found, qualitative analyses indicate that students and the teacher reported that the activity enjoyable and wished to continue this project. The authors speculate the lack of statistical differences was due to the small sample size and plan to use the lessons from the first year as this research continues.
In this paper, the researchers explored the use of homemade PowerPoint games as a pedagogy strategy. This quasi-experimental study examined whether there were performance differences between students in a class that utilized the teachers' traditional methods of reviewing for a unit exam and students in a second class that utilized homemade PowerPoint games. The analysis of variance indicated that there was no statistically significant difference in the performance or the level of improvement between the two classes, which may have been due to the small sample size. These results are consistent with other studies of homemade PowerPoint games.
Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language itself as well as the potential costs associated with new software. One way to mitigate these problems is to use Microsoft PowerPoint as game design software. While not intended for this purpose, MS PowerPoint is ubiquitous in schools and requires little additional instruction before students can design games. In this literature review, we introduce homemade PowerPoint games, examine the three pedagogical justifications for their use (i.e., constructionism, narrative writing, and question writing), and review research studies involving homemade PowerPoint games. When we compared the recommendations from the literature for the justifications with how the homemade PowerPoint games were implemented, we found that the recommendations were not followed. Future research examining the use of homemade PowerPoint games should look to better align the implementation of a game design project with recommendations based on the research examining the individual justifications.
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the philosophical justifications for its use. They examine the research that has been conducted using homemade PowerPoint games in the classroom and detail how the implementation of the games has evolved in a manner that reflects the Technological Pedagogical Content Knowledge framework.
Journal of Educational Multimedia and Hypermedia, 2013
Research on educational games often focuses on the benefits that playing games has on student achievement. however, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language itself as well as the potential costs associated with new software. one way to mitigate these problems is to use Microsoft Power-Point as game design software. While not intended for this purpose, MS PowerPoint is ubiquitous in schools and requires little additional instruction before students can design games. in this literature review, we introduce homemade PowerPoint games, examine the three pedagogical justifications for their use (i.e., constructionism, narrative writing, and question writing), and review research studies involving homemade PowerPoint games. When we compared the recommendations from the literature for the justifications with how the homemade PowerPoint games were implemented, we found that the recommendations were not followed. Future research examining the use of homemade PowerPoint games should look to better align the implementation of a game design project with recommendations based on the research examining the individual justifications.
This study examines the case of a sophomore high school history class where Making History, a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school located in a small town in the Midwestern United States. The teacher had been teaching with the game for several years and spent one school week teaching World War II, with students playing the game in class for three days of that week. The purpose of this study was to understand teacher and student experiences with and perspectives on the in-class use of an educational video game. Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged. Also, the teacher had evolved implementation strategies based on his past experiences using the game to maximize the focus on learning.
There has been much recent interest in the use of computer and video games in the classroom. Unfortunately, this interest has often been met with resistance from the educational establishment. The resistance, coupled with technical and logistical barriers to the use of commercial off-the-shelf games in K–12 classrooms, suggests that the full potential of learning by playing games will likely not be realized anytime soon. Fortunately, there are alternatives. We propose having students design their own low-tech games using Microsoft PowerPoint. MS PowerPoint is a ubiquitous classroom tool that most teachers are comfortable using and can be used as a game creation tool. In this chapter we describe the concept of homemade MS PowerPoint games, provide a rationale for their use, and outline a five-day method for incorporating this form of design activity into your classroom.
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