OK Ryan, in view of your 'overview of
·a lot are showing better "free" vs commercial pay to
This is a positive I suppose, how popular they are when you have the
likes of minecraft at home and/or in computer club remains a question for
thought....essentially, the arrow nav can be tricky for younger children especially when asked to use ctrl/shift as well...
·i am also seeing not much connection to any sort of LMS. other
words no way of handing out a worksheet / assignment and complete these math
problems for a grade. err go play this game and get X score within X amount of
time and have it auto record in a LMS....
Right nice gap-identified...but there
is no reason to have to focus on poor design across the lot......some nice
and you have picked out gaps for nice stuff/potential across the following:
·not seeing much of adjusting this or that in a game to deal with this
students current skill levels and what this given student needs to overview.
·most games are all little "mini games" there really is
no linking between them, so as to be able to progress through them.
Yep thumbs up another gap
·some of the websites allowed a teacher to sign up there class to the
website. but not much further than that. it was all done in given website.
so ya miss out on moodle activities / resources. and just deal with a
games on there website.
mobile phone support.
OK....but does that mean....that cocktail is why the player does not have a choice...what I
mean is, if you choose this direction/pathway you might......or if you choose
this pathway/cave/forest whatever you might be able to???? Severe lack of
choice for the player across the lot.....CHOICE important.....enbales sense of
freedom.....control during engagement....and ownership of outcomes...instead of: use the arrows to put the fires out...derr!
Or, choose the right letter/blend to make the given word.....hidden didactics....boring
for kids and then they go and play minecraft!
·mutli-player *meh* ya ok, it is there. but no leader board /
tournaments / ways to break students up on different criteria to place them in
different select groups.
gaps.....good.....code for that needed then J
·there was a lot of games that had "time" associated with some
sort of scoring.
Yes....I would put that as an option......
·as things moved away from say 7th grade and higher. graphics went away.
to more basic general games. of entering stuff on keyboard or mouse clicks,
with no fancy stuff.
I know.....switch off time!
·a lot of games seemed WAY TO STRICT. get 1 wrong answer and
"end game" and start all over again :/ see my hidden didactics point
·there was no history in many of the games. to display wrong answers at
end of a stage. so as to provide extra notification. Brilliant-well
·a lot of the games provide instant feedback. upon wrong answer, some
maybe on correct answer.
Now this is a gap...that can be
reversed.....with choices for correct action....that pushes motivation to move
further into the game.....even if along the same level...see what I am
doing.....attacking it with motivation at the forefront-rather than
didactics....code issues.....pedagogy.....learner engagement first...I know as
you have done too Ryan J
·the wrong answer got rather annoying. "took me to another popup,
and a couple clicks to get back to the game. it was almost like a
yelling, NO YOU ARE WRONG THAT ANSWER IS INCORRECT in how wrong answers were
displayed in some games. it was not like hey you are wrong lets move on,
and go through more like examples and not a real big deal. Brilliant-well
Conclusions.....lots of room for improvement.....in terms of switching
around structure in the first instance.....promoting success....for movement
forward but with choices and the same for fail....still move forward....or
perceived movement forward through choice/pathways.....handing over to the
learner that decision is key....what next...and what are my options....to
achieve my end goal.....what will motivate the learner along the way???? And so
Looking forward to a nice early years PoC J