OGUNJINMI OLUWATOBI PAUL EGL/08/3168 DEPT OF ENGLISH GROUP 14 GAMES Games, activities or contests governed by sets of rules. People engage in games for recreation and to develop mental or physical skills. Games come in many varieties. They may have any number of players and can be played competitively or cooperatively. They also may involve a wide range of equipment. Some games, such as chess, test players’ analytic skills. Other games, such as darts and electronic games require hand-eye coordination. Some games are also considered sports, especially when they involve physical skill. However, games can be integrated into teaching and learning and for academic purposes. Some games are design interactively to serve instructional purposes in many subjects. From math flash card to bingo spelling to history trivia games. Computer games are increasingly interactive and educational, and can match any child's academic skill level. Games such as Brain university and Britannica Brain games platinum can boost critical thinking reasoning and cognitive development in students. A concept colourful visual map can be use as an effective overview learning and revision tool
ADVANTAGES 1. It help to cultivate independent study habit and also expand imagination ability 2. It help in fast retention of information learned 3. A good learning game provides multiple learning opportunities for children 4. It makes learning interesting and also challenging 5. It improves children communication skill from listening to speaking 6. It stimulate intellectual and motor skill development
AKINTONDE MABEL T. EGL/08/3066 ENGLISH DEPT. An educational game is a game designed to teach learners about a specific subject and to teach them a skill.It has biological,voluntarily important,function which has to do specifically with learning. Game can be intergrated into teaching and learning as an instructional materials in and outside the class,it can also be applied into the system of teaching and learning without necessarily using them to teach.games like documentaries,vedio games are part of these games. ADVANTAGES: 1.It will help learners to actively participate in discovering new ideas 2.it also help in given information and solutions to problem of learning since they would have to think before getting to next level of the game 3.it will help learners to be focused.4.it also build in learners the spirit of self esteem and memory.5.it will also make learners work on mutiple skill s and subjects across the curriculm at once.6.games also gives us the fundamental needs of learning by providing enjoyment,passionate involvement as well as creativity.
This design-based research study was conducted to identify what importance of a tangible user interface (TUI) can add to teaching and learning. Over a 2-year period, teachers (n = 39) and students (n = 145) participated in the study. The identified problem for investigation was how students, including those with low fine motor skills and those with learning difficulties, develop geometry concepts combining cognitive and physical activity. A didactical application was designed during the first iteration and implemented in inclusive classrooms during the second and third iterations. Qualitative research methods were applied. A relationship between diverse students’ needs and geometry concept learning in relation to computer-supported learning by TUI was discovered. Two dimensions were identified: (1) TUIs support concept development, with physical and virtual representations based on dynamic geometry assisted by TUI; (2) TUI manipulative properties support students who have low motor skills and difficulties in their geometry learning as well as in their inclusion in classroom activities. The study outcomes contributed to the design process of the TUI didactical application and its implementation in inclusive classrooms, and to the body of knowledge in teaching and learning geometry concepts applied for computer-assisted learning environments supported by TUI. The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.
This study was based on a survey of individuals believed to have relevant experience with and insights of GAMES into the factors affecting the present and future state of online education.
Ayoola Ayomiposi Funmi. EGL/08/3104 English Department. Degree Four.
Games can be defined as the collection of technological amenities or materials played on usually during leisure period. It can be used as a very effective teaching learning process. Games can be used to captivate learners' mind e.g students that does not love going to school will remember that there is a game in school and will desire to go immediately. It can make learners to be familiar with other learners in the process of playing together. Games like Video games can make learners learn how to operate the computer system or television just to play a visual game. Some of what the learners are supposed to learn can be burnt down in form of game for the learners in order for them to access and gain knowledge easily. ADVANTAGES. 1. Games can keep learners' spirit high and make them want more of learning or anticipating to learn. 2. It can encourage learners to go to learning environment. 3. Learners tend to be familiar with internet facilities and widen their knowledge on operating any electronic device. 4. Lesser work on the shoulders of the teachers. 5. Easy and independent learning on the part of the learners. 6. It enable and promote cordial relationship and interaction among the learners involved in the game playing. With all these, games can be successfully integrated into teaching and learning with good and solid advantages.
Omoyajowo jumoke Egl/08/3201 Games can be incorporated into the teaching and learning process through 1. Learning of alphabets, poems, through rythrms which takes place in the elementary schools 2. Recreational activities: students will av the knowledge of what sport is all about 3. Spelling bees: students are made to learn how to pronounce certain words conveniently 4. Learning through puzzzles: here, teachers teach learners how to bring learners together to form words All these outline are play away method of teaching which is gamelike in nature but common with elementary classes.
ADVANTAGES 1. It makes learning easier 2. It makes up for easy assomilation and retention 3. It makes learning interesting 4. It gives the teacher less stress 5. It saves time 6. It brings teacher closer to the student whereby knowing their individual difference.
OYEDOKUN BASIRAT EGL/08/3214 Games by themselves are very appealing,but if there is nobody to help the learner connect with the concept or process or vocabulary,then it is often just latent knowledge.Getting teachers to familiarize themselves with games and spend time playing them is the first step in learning how to use them to teach.knowing what is in each game and how it relates to the lesson being taught in class is essential to using games in education.If teachers want to use a commercial game for educational purposes,starting with a cheat sheet or walk-through of the program,which can help them learn how the game works without having to actually spend time playing it from the begining to end. ADVANTAGES 1)when properly integrated though games can be engaging and effective learning tools.2)games by their own nature,assess,measure and evaluate.3)when used in the correct way,they can actually increase subject matter knowledge as well as help students to build higher order thinking skill.
IYEGHA GODSPOWER EGL/09/3133 Games are universal recreational creative and sporting event that motivates, entertains and logically entertains learners and audience. incorporating game effectively and logically to teaching and learning of educational technology will universally promote attentiveness,participation,brainstorming among learners. there are various ways games can be integrated into the learning process. these are as follows; 1 effective computer training to learners 2 Seminars based on the importance of games in the learning process 3 integrate highly sound teaching personnels 4 educative field trip that involves various outdoor and indoor activities 5 games should be a curriculum based activities(that is games should be incorporated in school activities in respect of any facaulty ADVANTAGES I It makes learning interactive among learners 2 it promotes effective communication 3 it saves time 4 it promote effective productivity 5 it introduces learners into the larger world 6 it helps learner to participate collectively in the process of learning 7 it makes learners to be computer literate 8 it introduces learners into various games 9 it makes learning profession interesting 10 it gives and serves as a reference point for learners
OYENIRAN JOHNSON O EGL/08/3217 ENGLISH DEPARTMENT Instructors can engage student and produce more meaningful and deep learning experiences by using films, literature,documentaries, television,popular music and video from different sources. It is the act of using games for education but requires competencies.this is the process of where and how technology fits is known among users as drill,and practices,instructional games and electronic book and it includes taking advantage of existence resources.that is using media to enhance teaching and learning. ADVANTAGES 1.it enhances smooth delivering of lesson. 2.it reduces fatique and problem encountere. d in the teaching -learning process. 3.it facilitates learners understanding of the concept. 4.it widen theknowledge and horizon of the learners in the field of learning. 5it helps in mediate feedback to both learners and the instructors.
ADETOYE FADEKEMI O EGL/07/0043 ENGLISH DEPARTMENT There is something of a rage this days for games based learning in and out of school. however what i have alway found interseting in games and how they teach the methods, the use can be implemented with or without games. firstly, the focus on well orders problem not fact and information secondly, they give player good tools which to solve the problems including other player in multi player gaming at fact and informations. ADVANTAGES 1 It save time 2 The teaching learning process 3 it enhance smooth delivery of lesson 4 It promote effective communication 5 It introduce learner into various games 6 Effective computer training of learning
AKINOLA MODUPE EMINENCE EGL/08/3056 ENGLISH DEPARTMENT GROUP 14 There is something of a rage this days for games based learning in and out of schools however, what i have alway found interesting in games and how they teach. The method they use can be implemented with or without games. They have clear goals, but none the less encourages players to re-think their goals from time to time. secondly the lower the cost of failure so that the players will explore, take risk. seek alternative solution and try new styles of play and learning ADVANTAGES 1 It promotes effective productivity 2 it make learning easier 3 It improves children communication skill from listening to speaking 4 It gives teacher less stress 5 It helps in fast retention of information learned. 6 it gives and serves as reference point for learners. 7 It saves time. 8 It introduces learners to the large world.
NAME: OWOLABI KEHINDE HANNAH MATRIC NO EGL/07/0302 DEPARTMENT: ENGLISH This design-based research study was conducted to identify what importance of a tangible user interface (TUI) can add to teaching and learning. Over a 2-year period, teachers (n = 39) and students (n = 145) participated in the study. The identified problem for investigation was how students, including those with low fine motor skills and those with learning difficulties, develop geometry concepts combining cognitive and physical activity. A didactical application was designed during the first iteration and implemented in inclusive classrooms during the second and third iterations. Qualitative research methods were applied. A relationship between diverse students’ needs and geometry concept learning in relation to computer-supported learning by TUI was discovered. Two dimensions were identified: (1) TUIs support concept development, with physical and virtual representations based on dynamic geometry assisted by TUI; (2) TUI manipulative properties support students who have low motor skills and difficulties in their geometry learning as well as in their inclusion in classroom activities. The study outcomes contributed to the design process of the TUI didactical application and its implementation in inclusive classrooms, and to the body of knowledge in teaching and learning geometry concepts applied for computer-assisted learning environments supported by TUI. The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.
NAME: Anazor Eucharia A. DEPARTMENT: English MATRIC NO: EGL/09/3075
Game can be integrated into the teaching and learning process through: a. Taking advantages of existing resources b. Asking the students to be producers, instead of just consumers c. Avoiding being overly prescriptive, being aware of non-media intense and non-electronic games and their values in the classroom d. Orientating and debriefing students as to the value of gaming activities. e. Taking advantage of serious games considering collaborating technology and virtual world. f. Play test should be revised frequently.
What are the advantages of games to teaching and learning process? 1. Games give a variety of tools to facilitate teaching and learning process, in other words, teachers can make use of games as one of the complementary task of a syllabus and with which students can be better developed in their learning strategies.
2. learning is flexible, it means they can be used for teaching and any aspect of language. One game can even be used to teach 2 to 3 languages at the same time. It is just a matter of adaptation, considering the students level and objective of the learning instruction.
3. Games make the lesson less monotonous as they provide great variety of class activities which help to maintain students' attention in the teaching of a language without them getting bored.
4. Games raise the students' motivation in such a way that the students enjoy their learning so much that they might not realizes they are doing so.
5. Games make students produce language subconsciously. This means that students learn and review any aspect or ability of a language and at the same time focus their attention on whether they succeed in playing.
OGUNJINMI OLUWATOBI PAUL
ReplyDeleteEGL/08/3168
DEPT OF ENGLISH
GROUP 14
GAMES
Games, activities or contests governed by sets of rules. People engage in games for recreation and to develop mental or physical skills. Games come in many varieties. They may have any number of players and can be played competitively or cooperatively. They also may involve a wide range of equipment. Some games, such as chess, test players’ analytic skills. Other games, such as darts and electronic games require hand-eye coordination. Some games are also considered sports, especially when they involve physical skill.
However, games can be integrated into teaching and learning and for academic purposes. Some games are design interactively to serve instructional purposes in many subjects. From math flash card to bingo spelling to history trivia games. Computer games are increasingly interactive and educational, and can match any child's academic skill level. Games such as Brain university and Britannica Brain games platinum can boost critical thinking reasoning and cognitive development in students. A concept colourful visual map can be use as an effective overview learning and revision tool
ADVANTAGES
1. It help to cultivate independent study habit and also expand imagination ability
2. It help in fast retention of information learned
3. A good learning game provides multiple learning opportunities for children
4. It makes learning interesting and also challenging
5. It improves children communication skill from listening to speaking
6. It stimulate intellectual and motor skill development
AKINTONDE MABEL T. EGL/08/3066 ENGLISH DEPT. An educational game is a game designed to teach learners about a specific subject and to teach them a skill.It has biological,voluntarily important,function which has to do specifically with learning. Game can be intergrated into teaching and learning as an instructional materials in and outside the class,it can also be applied into the system of teaching and learning without necessarily using them to teach.games like documentaries,vedio games are part of these games. ADVANTAGES: 1.It will help learners to actively participate in discovering new ideas 2.it also help in given information and solutions to problem of learning since they would have to think before getting to next level of the game 3.it will help learners to be focused.4.it also build in learners the spirit of self esteem and memory.5.it will also make learners work on mutiple skill s and subjects across the curriculm at once.6.games also gives us the fundamental needs of learning by providing enjoyment,passionate involvement as well as creativity.
ReplyDeleteNAME: OGEDENGBE, Taiwo Ige
ReplyDeleteMATRIC No.: EGL/08/3161
This design-based research study was conducted to identify what importance of a tangible user interface (TUI) can add to teaching and learning. Over a 2-year period, teachers (n = 39) and students (n = 145) participated in the study. The identified problem for investigation was how students, including those with low fine motor skills and those with learning difficulties, develop geometry concepts combining cognitive and physical activity. A didactical application was designed during the first iteration and implemented in inclusive classrooms during the second and third iterations. Qualitative research methods were applied. A relationship between diverse students’ needs and geometry concept learning in relation to computer-supported learning by TUI was discovered. Two dimensions were identified: (1) TUIs support concept development, with physical and virtual representations based on dynamic geometry assisted by TUI; (2) TUI manipulative properties support students who have low motor skills and difficulties in their geometry learning as well as in their inclusion in classroom activities. The study outcomes contributed to the design process of the TUI didactical application and its implementation in inclusive classrooms, and to the body of knowledge in teaching and learning geometry concepts applied for computer-assisted learning environments supported by TUI.
The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.
This study was based on a survey of individuals believed to have relevant experience with and insights of GAMES into the factors affecting the present and future state of online education.
Ayoola Ayomiposi Funmi.
ReplyDeleteEGL/08/3104
English Department.
Degree Four.
Games can be defined as the collection of technological amenities or materials played on usually during leisure period. It can be used as a very effective teaching learning process.
Games can be used to captivate learners' mind e.g students that does not love going to school will remember that there is a game in school and will desire to go immediately. It can make learners to be familiar with other learners in the process of playing together. Games like Video games can make learners learn how to operate the computer system or television just to play a visual game. Some of what the learners are supposed to learn can be burnt down in form of game for the learners in order for them to access and gain knowledge easily.
ADVANTAGES.
1. Games can keep learners' spirit high and make them want more of learning or anticipating to learn.
2. It can encourage learners to go to learning environment.
3. Learners tend to be familiar with internet facilities and widen their knowledge on operating any electronic device.
4. Lesser work on the shoulders of the teachers.
5. Easy and independent learning on the part of the learners.
6. It enable and promote cordial relationship and interaction among the learners involved in the game playing.
With all these, games can be successfully integrated into teaching and learning with good and solid advantages.
Omoyajowo jumoke
ReplyDeleteEgl/08/3201
Games can be incorporated into the teaching and learning process through
1. Learning of alphabets, poems, through rythrms which takes place in the elementary schools
2. Recreational activities: students will av the knowledge of what sport is all about
3. Spelling bees: students are made to learn how to pronounce certain words conveniently
4. Learning through puzzzles: here, teachers teach learners how to bring learners together to form words
All these outline are play away method of teaching which is gamelike in nature but common with elementary classes.
ADVANTAGES
1. It makes learning easier
2. It makes up for easy assomilation and retention
3. It makes learning interesting
4. It gives the teacher less stress
5. It saves time
6. It brings teacher closer to the student whereby knowing their individual difference.
OYEDOKUN BASIRAT EGL/08/3214
ReplyDeleteGames by themselves are very appealing,but if there is nobody to help the learner connect with the concept or process or vocabulary,then it is often just latent knowledge.Getting teachers to familiarize themselves with games and spend time playing them is the first step in learning how to use them to teach.knowing what is in each game and how it relates to the lesson being taught in class is essential to using games in education.If teachers want to use a commercial game for educational purposes,starting with a cheat sheet or walk-through of the program,which can help them learn how the game works without having to actually spend time playing it from the begining to end.
ADVANTAGES
1)when properly integrated though games can be engaging and effective learning tools.2)games by their own nature,assess,measure and evaluate.3)when used in the correct way,they can actually increase subject matter knowledge as well as help students to build higher order thinking skill.
IYEGHA GODSPOWER EGL/09/3133
ReplyDeleteGames are universal recreational creative and sporting event that motivates, entertains and logically entertains learners and audience. incorporating game effectively and logically to teaching and learning of educational technology will universally promote attentiveness,participation,brainstorming among learners. there are various ways games can be integrated into the learning process. these are as follows;
1 effective computer training to learners
2 Seminars based on the importance of games in the learning process
3 integrate highly sound teaching personnels
4 educative field trip that involves various outdoor and indoor activities
5 games should be a curriculum based activities(that is games should be incorporated in school activities in respect of any facaulty
ADVANTAGES
I It makes learning interactive among learners
2 it promotes effective communication
3 it saves time
4 it promote effective productivity
5 it introduces learners into the larger world
6 it helps learner to participate collectively in the process of learning
7 it makes learners to be computer literate
8 it introduces learners into various games
9 it makes learning profession interesting
10 it gives and serves as a reference point for learners
OYENIRAN JOHNSON O
ReplyDeleteEGL/08/3217
ENGLISH DEPARTMENT
Instructors can engage student and produce more meaningful and deep learning experiences by using films, literature,documentaries, television,popular music and video from different sources.
It is the act of using games for education but requires competencies.this is the process of where and how technology fits is known among users as drill,and practices,instructional games and electronic book and it includes taking advantage of existence resources.that is using media to enhance teaching and learning.
ADVANTAGES
1.it enhances smooth delivering of lesson.
2.it reduces fatique and problem encountere.
d in the teaching -learning process.
3.it facilitates learners understanding of the concept.
4.it widen theknowledge and horizon of the learners in the field of learning.
5it helps in mediate feedback to both learners and the instructors.
ADETOYE FADEKEMI O
ReplyDeleteEGL/07/0043
ENGLISH DEPARTMENT
There is something of a rage this days for games based learning in and out of school. however what i have alway found interseting in games and how they teach the methods, the use can be implemented with or without games.
firstly, the focus on well orders problem not fact and information
secondly, they give player good tools which to solve the problems including other player in multi player gaming at fact and informations.
ADVANTAGES
1 It save time
2 The teaching learning process
3 it enhance smooth delivery of lesson
4 It promote effective communication
5 It introduce learner into various games
6 Effective computer training of learning
AKINOLA MODUPE EMINENCE
ReplyDeleteEGL/08/3056
ENGLISH DEPARTMENT
GROUP 14
There is something of a rage this days for games based learning in and out of schools however, what i have alway found interesting in games and how they teach. The method they use can be implemented with or without games.
They have clear goals, but none the less encourages players to re-think their goals from time to time.
secondly the lower the cost of failure so that the players will explore, take risk. seek alternative solution and try new styles of play and learning
ADVANTAGES
1 It promotes effective productivity
2 it make learning easier
3 It improves children communication skill from listening to speaking
4 It gives teacher less stress
5 It helps in fast retention of information learned.
6 it gives and serves as reference point for learners.
7 It saves time.
8 It introduces learners to the large world.
NAME: OWOLABI KEHINDE HANNAH
ReplyDeleteMATRIC NO EGL/07/0302
DEPARTMENT: ENGLISH
This design-based research study was conducted to identify what importance of a tangible user interface (TUI) can add to teaching and learning. Over a 2-year period, teachers (n = 39) and students (n = 145) participated in the study. The identified problem for investigation was how students, including those with low fine motor skills and those with learning difficulties, develop geometry concepts combining cognitive and physical activity. A didactical application was designed during the first iteration and implemented in inclusive classrooms during the second and third iterations. Qualitative research methods were applied. A relationship between diverse students’ needs and geometry concept learning in relation to computer-supported learning by TUI was discovered. Two dimensions were identified: (1) TUIs support concept development, with physical and virtual representations based on dynamic geometry assisted by TUI; (2) TUI manipulative properties support students who have low motor skills and difficulties in their geometry learning as well as in their inclusion in classroom activities. The study outcomes contributed to the design process of the TUI didactical application and its implementation in inclusive classrooms, and to the body of knowledge in teaching and learning geometry concepts applied for computer-assisted learning environments supported by TUI.
The e-phenomenon has profoundly changed many aspects of society and, inevitably, has a commensurate impact on higher education. E-learning has now evolved from a marginal form of education to a commonly accepted alternative to traditional face-to-face education. The term can cover different delivery models ranging from courses that are delivered fully online to courses that provide some face-to-face interaction and some online provision. Within this continuum, interactive technologies can play a significant role in engaging the learner and providing a rich learning experience. This paper examines the e-phenomenon as it relates to e-learning and how different interactive technologies, such as visualisations and simulation games, can be used to enrich the learning experiences of students with different learning styles. The theory is related to the teaching of Information Systems (IS) in a postgraduate MSc Management of eBusiness course that uses a range of interactive technologies.
NAME: Anazor Eucharia A.
DeleteDEPARTMENT: English
MATRIC NO: EGL/09/3075
Game can be integrated into the teaching and learning process through:
a. Taking advantages of existing resources
b. Asking the students to be producers, instead of just consumers
c. Avoiding being overly prescriptive, being aware of non-media intense and non-electronic games and their values in the classroom
d. Orientating and debriefing students as to the value of gaming activities.
e. Taking advantage of serious games considering collaborating technology and virtual world.
f. Play test should be revised frequently.
What are the advantages of games to teaching and learning process?
1. Games give a variety of tools to facilitate teaching and learning process, in other words, teachers can make use of games as one of the complementary task of a syllabus and with which students can be better developed in their learning strategies.
2. learning is flexible, it means they can be used for teaching and any aspect of language. One game can even be used to teach 2 to 3 languages at the same time. It is just a matter of adaptation, considering the students level and objective of the learning instruction.
3. Games make the lesson less monotonous as they provide great variety of class activities which help to maintain students' attention in the teaching of a language without them getting bored.
4. Games raise the students' motivation in such a way that the students enjoy their learning so much that they might not realizes they are doing so.
5. Games make students produce language subconsciously. This means that students learn and review any aspect or ability of a language and at the same time focus their attention on whether they succeed in playing.