The module game has attracted the attention of numerous moodle users during the last six months.
Can you think of any ways it could be exploited educationally?
Does any particular game correspond cognitively to any particular age span?
Your suggestions and experience counts.
In reply to Vasilis Daloukas
Re: Module game: Suggest modes of educational exploitation
by Chad Outten -
Hi Vasilis!
anecdotal evidence from conversations with teachers & from my own experience with this great module so far...
hangman, snakes & ladders are most appropriate with students aged 7-12 years. crossword, cryptex & sudoku are more suitable to students aged 13-18 years. millionaire has been popular with all ages.
teachers recognise the benefits of making learning fun & interactive for their students through the game module. another positive spin-off is teachers are compelled to use the glossary, quiz & question activities (to provide the necessary data bank used by game module).
keep up your great work with this module.
Cheers, Chad
anecdotal evidence from conversations with teachers & from my own experience with this great module so far...
hangman, snakes & ladders are most appropriate with students aged 7-12 years. crossword, cryptex & sudoku are more suitable to students aged 13-18 years. millionaire has been popular with all ages.
teachers recognise the benefits of making learning fun & interactive for their students through the game module. another positive spin-off is teachers are compelled to use the glossary, quiz & question activities (to provide the necessary data bank used by game module).
keep up your great work with this module.
Cheers, Chad