The game is essentially about
exposing students to the variables in genetic heredity, and the probable
outcomes. I can include this game as a
homework activity when I teach life science.
Students who have access to a computer will be able to play the game
from their home, and save the results of their game to their email account. I have three working computers in school
which the students who do not have home access can use during class, lunch and
break time. The students can save the
game which is forwarded as an email message, which the student can then forward
again to the teacher for monitoring purposes.
The teacher will then know at what stage the student is in, currently. I can use this as a long-term performance
assessment as the game allows for level advancement, and to continue where the
student last left off. This assignment
works on problem-solving skills when students have to figure out how they can
accumulate points or to stay in the game. The game also provides students
opportunity to enhance their analytical skills, by formulating strategies, and
another skill enhanced is being able to make predictions on the outcome of
their actions in the game. The game has
an inspired look of a game that was popular a few years ago, called Tomodatchi,
which involved constant interaction within a pro-long period of time. Its objective was to challenge the
consistency, responsibility and nurturing abilities of its players.
Thingdom wins A Design Week Award. The Design Week Awards are the stage for the most outstanding work across all design disciplines, from branding to interiors, products to interactive.
I would first use the rubric to
assess the effectiveness of the online educational games I have selected in the
past before I present it as a game again.
I will be able to break the game into parts to focus more on the design
that enables learning, whether different learning styles are present, and if
there are too many things happening.
What I’ve learned while creating the rubric is that sometimes we want
the game to be flashy, but the busyness may be create a setback, by detracting
from the objective of the game. We spent
a considerable amount of time looking for an ideal game, because we thought
that “Thingdom” our chosen game, looked too simple or plain. I learned though, that the simplicity of the
design, gives a greater advantage for the game to become more technologically
sophisticated after assessing it with a rubric. I could also ask the students what types of
games do they enjoy playing before I begin a search so that I can narrow it
down to their preferences. The success of creating this rubric will come with a clearer
direction of what to look for in online educational games in the vast expanse
of the internet, less time spent searching, yet more time in finding the
strengths in a particular game, instead of finding the overall perfect game,
which we discovered does not exist.
References:
Kirriemuir, John.
2002, February. D-Lib Magazine. Video
Gaming, Education and Digital Learning Technologies. Vol.8, no.2. Retrieved (2012, April 13) from: http://www.dlib.org
Castro, A., Pillow, R., Baxter,
S., Santiago, S., Pangelinan, K. 2012, April.
Thingdom Rubric. Retrieved (2012, April 13) from: http://thingdom609.blogspot.com/



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