Friday, May 8, 2015

Week 8 - Digital Learning Challenges

Back again with more engaging digital activities that I have been exploring to enhance my future pedagogy in the learning area of digital technologies!!!

So, I followed a link from my course materials in the study of digital technologies. I led me to fun game which was based on franchise 'Angry Birds'. The aim was to get the bird to the 'annoying pig' to chase him away through the maze. It was  engaging, challenging and addictive to play I would definitely recommend you try at,  http://code.org/learn

    Angry Birds Maze

 

So while it was all fun and games, little did I know I was...

All of these terms explain what I was actually engaging while enjoying the activity at leisure.

Here are some snippets which make the idea of the game a little clearer...

Each time I completed a quest, messages would appear that challenged me to enhance my own skills.

 
 
 
 

FYI (For your information),  the game involves a lot of coding, let me show you.

 

 And most importantly it relates to the Curriculum...

                                                                                                                (oops ignore that little textbox
                                                                                                                I forgot to delete before I
                                                                                                                snipped)
 
Here is another example of how it links with the curriculum.
I noticed that I was doing the things above while playing the game. I realize that this is not the only digital implementation that would provide opportunities to engage in these concepts, however it is definitely effective due to personal trial.
 
 

Key words here linking between the game and the curriculum:

design - visualize a path to the pig

modify - change the route to get there safely

algorithms - follow the instructions initially given to implement a route

steps  - following a sequence of actions to get to the pig each time

repetition - repeating the use of steps to become familiar with new skills

visual program - an online game free for all ages to play

problem  solving - learning from mistakes and using computational thinking to

                               problem solve

 

I can conclude that digital technology is involved with a lot more than what I initially thought (shown in week 6 post). I understand how computational thinking can present itself naturally even when doing something enjoyable. This can be used as an advantage in classrooms to engage students while expanding their knowledge.

 
 
 

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