Klik & Play By Janice Hicks Starr Hicks Robert Wells Amanda Hunter Angela Marr.

Slides:



Advertisements
Similar presentations
The Computer as a Tutor. With the invention of the microcomputer (now also commonly referred to as PCs or personal computers), the PC has become the tool.
Advertisements

English Language Education Section Curriculum Development Institute Education Bureau February 2014.
The GESCI Content Evaluation Tool Presented by Esther Mwiyeria Country Programme Facilitator Kenya/Tanzania GESCI.
Explicit Instruction.
Overview of Digital Content Evaluation. Domains of Content Evaluation Quality and comprehensiveness of content Ease of use, functionality, navigation.
What are the necessary ingredients?. Necessary Ingredients Design Considerations Design Considerations –Planning the media depends on lifestyle, lifestyle,
6.1 Chapter 6 Teaching with Multimedia and Hypermedia Tools M. D. Roblyer Integrating Educational Technology into Teaching, 4/E Copyright © 2006 by Pearson.
1 Introduction to Educational Software C. Candace Chou University of St. Thomas.
Chapter 3 Teaching with Instructional Software M. D. Roblyer Integrating Educational Technology into Teaching, 4/E Copyright © 2006 by Pearson Education,
Intel® Education K-12 Resources Our aim is to promote excellence in Mathematics and how this can be used with technology in order.
Designing and Developing Interactive Multimedia EDCI 663 Educational Technology Purdue University.
Using Instructional Software in Teaching and Learning Integrating Educational Technology into Teaching.
Teaching with Instructional Software
Integrating Problem-Solving and Educational Software
Teaching Roles for Instructional Software Alan Shurling.
Integrating Educational Technology into Teaching Integrating Instructional Software into Teaching & Learning.
Teaching Roles for Instructional Software Nashae Lumpkin.
Instructional Software Deborah Lyman EdTech 541 Summer 2012 By PresenterMedia.comPresenterMedia.com.
Rationale for CI 2300 Teaching and Learning in the Digital Age.
What should be the basis of
Chapter 6 Teaching with Multimedia and Hypermedia
Using Technology to Differentiate Instruction By Jeanetta K. Martin, B.S, M.Ed, NBPTS, Reading K-12.
 A set of objectives or student learning outcomes for a course or a set of courses.  Specifies the set of concepts and skills that the student must.
Click to edit Master title style  Click to edit Master text styles  Second level  Third level  Fourth level  Fifth level  Click to edit Master text.
Chapter 5 Teaching with Software Tools: Beyond the Basic Programs
Recommendations for Best Practice. Best Practice This section will present an analysis of the literature in the following categories: Organization of.
Integration of Technology Administrative Support Teaching/Learning Tool –Demonstration/Visual Support –Student as User –Student as Designer/Developer.
Margaret J. Cox King’s College London
Teaching with Multimedia and Hypermedia
Teaching Special Students in General Education Classrooms 7th Edition Rena B. Lewis and Donald Doorlag Pearson Education, Inc. 1 Unit 4 – Chapter 8 TEACHING.
Chapter 7 Lauren Glover. To effectively integrate technology in teaching, teachers must utilize: Content knowledge Pedagogical knowledge Technological.
MERLOT’s Peer Review Report Composed from reports by at least two Peer Reviewers. Description Section Provides the pedagogical context (i.e. learning goals,
The goal of this final project is to disseminate key research findings and K-12 classroom application strategies. This is based upon the effectiveness.
Bruce White Ruth Geer University of South Australia.
Connecting Teachers Can there be models of effective practice for teachers with ICT? Chair: Christine Vincent, Becta Presenter: Margaret Cox King’s College.
Chapter 3 Instructional Software. Which software function could best give students opportunities to match English words with their German equivalents?
Evaluating CALL Packages / Software Programs Kinds of CALL Packages Tutorial / Courseware Tutorial / Courseware Language arts and electronic storybooks.
Instructional Software. Definition: computer software used for the primary purpose of teaching and self-instruction. Categories include: Drill and practice.
Technology for Instruction
Educational Software for Mathematics; A Greek Reality Kyriakos Mamoukaris & Anastasios Economides UNIVERSITY OF MACEDONIA THESSALONIKI, GREECE.
1 Some Issues on Technology Use in the classroom Pertemuan Matakuliah: G0454/ Class Management and Education Media Tahun: 2006.
KIDSPIRATION KIDSPIRATION Is this software.
EFFECTIVELY INTEGRATING INSTRUCTIONAL SOFTWARE INTO TEACHING AND LEARRNING EVIRONMENT FOR THE HIGHEST POTENTIAL RELATIVE ADVANTAGE BY: BELTECH ETEC 602.
Transfer Like a Champ! By Michelle Brazeal. Transfer Training Why do we teach?
"Insert Session Title Here" November 13-14, 2015 Educational App Integration: Creating Tablet-Enhanced Instruction.
Teaching and Learning with Technology Master title style  Allyn and Bacon 2002 Teaching and Learning with Technology to edit Master title style  Allyn.
Instructional Computer Instructional Computer TECH2111 Dr. Alaa Sadik Instructional & Learning Technologies Department
TEACHING AND LEARNING WITH TECHNOLOGY IN ENGLISH AND LANGUAGE ARTS By: Emily Justice and Ashley Neal.
Motivates, interests and engages. Teaches problem solving skills. Allows for creativity and imagination. Demonstrates project design. Encourages teamwork.
Oman College of Management and Technology Course – MM Topic 7 Production and Distribution of Multimedia Titles CS/MIS Department.
Integrating Educational Technology into Teaching
Chapter 6 Academic Software Teaching and Learning With Technology, 3e.
Software Evaluation Amy Fitzgerald. Froguts Published by Froguts, IncPublished by Froguts, Inc. Published by Froguts, Inc.
Teaching Roles for Instructional Software Eric Sharp EDMS 6474.
+ Educational Technology Instructional Software SANKARSINGH,C TECH1001.
TEACHING AND LEARNING WITH TECHNOLOGY IN ENGLISH AND LANGUAGE ARTS INSTRUCTION BY CHRISTEN BURKE.
E-Learning and Design Concepts By Daryle Schneider EDU652 10/31/2010.
© Crown copyright 2006 Renewing the Frameworks Enriching and enhancing teaching and learning.
Computers as Learning Tools Amanda Cantafio. ADVANTAGES OF USING COMPUTERS IN THE CLASSROOM ▪ Students gain word processing skills when learning to type:
Jeopardy Game Template This template was created because most Jeopardy games available online aim at the lowest level of Bloom’s taxonomy – that of simple.
Kahoot Play station for education Kahoot is a FREE way to connect students to online quizzes. The idea of Kahoot is that teachers can create.
Post Mid-Term. Teacher Planning and Preparation for Technology use Teacher responsible for creating an environment in which technology can effectively.
Teaching Roles for Instructional Software
Teaching with Instructional Software
The Gateway Drug to Literacy
Distance Learning Facilitator Skills
Using Instructional Software
Title III Federal Programs Professional Development Series August 2018
Guidelines for Selecting Computer Software
Presentation transcript:

Klik & Play By Janice Hicks Starr Hicks Robert Wells Amanda Hunter Angela Marr

Klik & Play Overview: Klik & Play is a free game object oriented programming environment software package. It allows students to create games using a graphical interface and view how the sequence of events happens. It allows students to build on programming skills they have acquired. Klik and play provides an interactive programming experiences and facilitates the transition from code to finished program. view programming hierarchy engage users in higher order thinking

Activity 4.4 Courseware Evaluation NETS – T Standards: I – B, II – C

Klik & Play Overview continued… The program comes with directions to produce 4 different game types. These are navigation, platform, maze, and shooting games. It is appropriate for students of all levels. Students use the tutorials to complete the exercises at their pace then create their own game based on their ability. Technology components Addressed: Higher order thinking Make connections Be creative Understand programming order Seven to ten one hour periods to complete exercises.

Klik & Play Title:Klik & Play Content Area:Programming Technology Skills Publisher:By ICT Mindtools Margaret Meijers licensed under a Creative Commons Attribution- Noncommercial-Share Alike 2.5 LicenseCreative Commons Attribution- Noncommercial-Share Alike 2.5 License Hardware Required:Available for Windows Operating Systems, Monitor, keyboard, mouse, Sound Card, headphones.

Klik & Play Klik & Play delivers highly differentiated instruction for students in High School. It allows students to be introduced into programming without learning a programming language. Using Klik & play, educators have the tools and resources they need to provide flexible classroom instruction for students of all abilities. Klik & Play requires students to be creative and to think and make connections for themselves.

Klik & Play Courseware Functions: Drill and practice Instructional game Tutorial Problem solving Simulation Graphical user interface

I. Instructional Design and Pedagogical Soundness Teaching strategy is matched to student needs or levels and is based on accepted methods. Presentation on screen contains nothing that misleads or confuses students. Readability and difficulty are at an appropriate level for students who will use it. Comments to students are not abusive or insulting. Graphics fulfill important purpose (motivation, information) and are not distracting to learners

Criteria specific to: drill and practice High degree of control over presentation rate (unless the method is timed review). Appropriate feedback for correct answers (none, if times; not elaborate or time-consuming). Feedback is more reinforcing of correct than for incorrect responses

Criteria specific to: tutorial functions High degree of interactivity (not just reading information). High degree of user control (forward and backward movement, branching on request). Comprehensive teaching sequence so instruction is self-contained and standalone. Adequate answer-judging capabilities for student-constructed answers to questions.

Criteria specific to: simulation functions Appropriate degree of fidelity (accurate depiction of system being modelled). Good documentation available on how program works.

Criteria specific to: instructional game functions Low quotient of violence or combat- type activities. Amount of physical dexterity required appropriate to students who will use it.

II. Content No grammar, spelling or punctuation errors on the screen. All content accurate and up to date. No radical or gender stereotypes; not geared toward only one sex or to certain races. Exhibits a sensitive treatment of moral and social issues (e.g., perspective on war). Content matches required curriculum objectives.

User Flexibility User normally has some control of movement within the program (e.g., can more from screen to screen at desired rate; can read text at desired rate; can exit program when desired). Can turn off sound, if desired. Interface is easy to use (e.g., similar format from screen to screen for forward and back movement in program).

Technical Soundness Program loads consistently, without error. Program does not break, no matter what the student enters. Program does what the screen says it should do. Program works on a desired platform. If included, online links work as indicated. If included, animations and videos work as indicated.

benefits of students designing and programming games on computers Students are more engaged in class They enjoy playing each other's games They are keen to swap ideas and help each other solve problems. Much more work than normal occurs outside of lesson times. The ability to solve problems is intellectually demanding and engages learners in higher-order thinking skills. It promotes procedural thinking. It fosters creativity. Programming games promotes metacognition ie thinking about thinking. It increases basic knowledge about computers. Game design encourages analysis and exploration of maths and science concepts. Programming increases logical thinking ability and efficient mathematical reasoning.

Essential Learnings Students should be able to plan, design and produce different types of media (A / V storyboards, website architecture). Students must demonstrate a degree of computer literacy (hardware, software, network navigation). Students should be able to work independently (display problem-solving skills, use help function, etc.). Students must demonstrate an understanding of transferable software navigation skills (commonalities in menu bars, installations, downloads, etc.).

Why design and make games? Programming and designing games helps in the development and enhancement of the student's critical thinking, logic and problem solving skills, while learning the importance of attention to detail. By learning the fundamental principles of software design, not only does the student better understand the software used throughout our society, but he/she develops the critical thinking skills that will help in all areas of life

How is Klik & Play different from other software? Klik & Play is an object oriented graphical interfaced software BASIC - Beginner's All-purpose Symbolic Instruction Code  Structured code

Visual Basics Crafical interface/code programming

FeedBack From Klik & Play Students enjoy working on the Klik & Play software. Students often ask for extra time to create elaborate games. This they do in class time and often outside of class time. They are excited to show off their games and challenge others to play their games.

Feedback from other teachers on Klik & Play Klik & Play engages all the students The tutorials allow the students to work at their own pace A great software package for students to be engaged in higher order thinking

Decision It is recommended for purchase and implementation.