Let’s Play Catch Phrase!

  • Catch Phrase is a quick, talking, guessing game. There are two teams, so a minimum of four people. Teams take alternate turns. One teammate gets a word and has to describe the word without saying the word or rhyming with the word. The round is timed and the last team with the Catch Phrase device in their hands when the timer goes off gives a point to the other team. The first team to get to seven wins the game. The Catch Phrase generator has a 10,000 words and phrases, word list with different categories. 

Potential barriers in the game:

  • Time limit may not be adequately fair for every type of learner, especially those from different cultural backgrounds and languages.
  • Difficulty of vocabulary / literacy level could be limiting. Cultural phrases and idioms could be niche culturally and generationally. 

Who might be excluded: 

  • The generator is visual, so auditory learners could potentially be excluded. 
  • The time-limit could be too hard for some learners as it is fast paced.
  • Personality type could affect the game. Extroverts versus Introverts.
  • Difficulty of vocabulary / phrases could exclude learners such as ELL’s. 
  • People from different cultures could be excluded from different cultural and historical motifs. 
  • Second language learners could be challenged by vocabulary depending on how niche it is to academic or everyday language.  
  • Depending on the age of students (or the age gaps between people in the group), there may be some words or phrases that are behind or in front of their time.

How does the game foster creativity and critical thinking?

  • Learners are forced to find different perspectives. They are not only accessing different vocabulary such as synonyms and antonyms, but also metaphors and similes. 
  • Because of the vast array of cultural signifiers, and the vast amount of content, the game provides a challenge for all participants.
  • If you do not know the word or phrase, you have to try to describe it using other techniques. 
  • The time constraint fosters spontaneity and creativity and forces the presenter and the guesser to both think differently about language. 
  • Communication needs to be concise yet descriptive and it needs to match your audience. 

What content is handled:

  • Categories: 
    • “Everything” – all 10,000 words in the game
    • “Tech/Inventions” – Anything that has been invented through the ages, from ancient history to modern times
    • “History Buff” – History, politics, wars, civics, and things in the present that will become history
    • “Entertainment” – Movies, music, books, actors, singers, authors, as well as fun activities
    • “Sports/Games” – Sports and games of all sorts, leisure activities
    • “Geography” – Places, both geographically and answers to the question “where?”; Also, things that are usually found in a particular place or region
    • “Transportation” – Methods of transport, as well as things seen while travelling
    • “Around the House” – Household items
    • “Food/Drink” – Foods and drinks, cooking terms, ingredients, restaurants, other food items
    • “Plants/Animals” – Plants, animals, items made from plants or animals
    • “Family” – A subset of the words appropriate for children, no adult themes or terms

What skills are being activated:

  • Critical (yet quick) thinking, creativity, communication
  • Content: descriptive language, history, cultural motif knowledge, specialization in different topics
  • Psychological: strategize with teammates, how to describe different scenarios
  • Social: team play – how you work with others, personality traits, motivation
  • Emotional: how you deal with pressure, failure, success

PISA:

Global competence works within four domains, including:

  • Examine local, global and intercultural issues
    • Catch Phrase is culturally limited with content and vocabulary. 
  • Understand and appreciate the perspectives and world views of others
    • Mostly historically and word neutral. 
  • Engage in open, appropriate, and effective interactions across cultures
    • Ability to succeed or fail encourages any participant no matter the cultural background.
  • Take action for collective well-being and sustainable development.
    • Promotes new knowledge and creativity.

Global competence builds on specific cognitive and socio-emotional skills, including:

  • Reasoning with information
    • Yes 
  • Communication in intercultural contexts
    • Yes, in terms of mistranslations or opening up new dialogue about perception and definition. The vast amount of vocabulary to one culture requires background knowledge, so accessing that in different cultures would be very difficult. The language must match the culture, so a world version of the game would not be possible. However, vocabulary removed from context is quite neutral. Vocab word lists can also be tailored to specific lists or even self-created so in this way could be created to create more of an intercultural conversation. 
  • Perspective-taking
    • Yes 
  • Conflict resolution
    • Not really any conflict, N/A
  • Adaptability
    • Yes

Global competence includes:

  • Openness towards people from other cultural backgrounds
    • Yes, but could be culturally biased. The French version for example could be different from the American. 
  • Respect for cultural differences
    • Not entirely in terms of phrases. Phrases dependent on supporting culture. 
  • Global-mindedness
    • Yes, in the ways in which we must maneuver around language. No, in that the access to previous knowledge may be limited. 

A test of “global understanding”: 

  • Background knowledge + cognitive skills necessary to successfully navigate global and intercultural issues.
    • Not enough background knowledge to be fully UDL for all participants. Does creative intercultural conversation because it stimulates different perspectives. Vocabulary may be new or untranslatable for ESL learners.  
    • In terms of situated meanings, this could be positive. Situated meaning is defined within the context that people are better at learning when experiences are attached.
    • It is pleasantly frustrating. 
    • Good way to encourage players to think about relationships, not isolated events, facts, and skills. 

How will you assess learning is happening?

  • Have students design the word lists themselves
  • Informal observations of students demonstrating understanding of vocabulary.
  • Reflection questions:
    • How did the game help you learn?
    • What words did you learn that you didn’t know before?
    • Categorize words that were challenging or still need help
  • Draw posters with vocab words from the game afterwards (pictures, definitions)

How can we use this in class?

  • Catch Phrase can be used in class to review vocabulary words for a unit. Students will be able to give their peers examples and definitions of terms learned during class within the game. This helps check for understanding as well as makes it a fun learning opportunity for the entire class. 
  • After the game has ended, the teacher can further the lesson by asking students to categorize vocabulary words as easy, medium, and hard. Teams can then be created to create posters consisting of the words, definitions, illustrations, and examples to share with their peers. 

How can we adapt this to be better suited for all?

  • Catch Phrase can be adapted by showing a photo that needs to be guessed instead of the word spelled out for children with reading difficulties. 
  • Begin with easier words and increase to more complex, harder to define words instead of them being drawn at random. 
  • Increase the time limit if it is needed. 
  • Turn off the buzzer sound to decrease anxiety.
  • Language, generation, and culture questions can be adjusted for the specific situation.
  • Limit metaphors and slang that non-native language speakers might not know.
  • Print size can be larger for those who have a difficult time seeing small print.

16 learning principles of good games:

1. Identity – There are two different identities in Catch Phrase. The player who knows the word or phrase (clue-giver) and the players that do not (guessers). There is a competition between the teams which invests the players to band together and overcome their opponents. Players don’t want to let their teammates down either.

2. Interaction – Players of Catch Phrase are constantly interacting. Clue-givers must support their teammates by giving hints and examples that will lead them to guessing the correct word. Guessers are always engaged and ready to guess, guess, guess and pass the device.

3. Production – Catch Phrase gives players complete control over the production of the game. The only part they cannot control is which word is given to their team. (In an adapted game, players could create their own word lists which would give them an added production role!)

4. Risk-Taking – Players can take risks in Catch Phrase by trying to define words that they do not know the definition to. They can do this by breaking apart the word in order to have their teammates guess how to put it together. Each time the guesser guesses or the clue-giver gives a clue, they’re taking a risk by putting their thoughts out into the game realm. However, the game is fast-moving and can quickly change so the risk is low, but the reward is sweet! If you make a mistake or can’t guess it, it is easily laughed off and the game continues.

5. Customization – Players can customize this game by giving different examples, definitions, and also using movements and gestures to convey a message to their teammates. (In an adapted game, players could create their own word lists which would give them an added customization role!)

6. Agency – Agency is easily created during Catch Phrase because players must take ownership over the words they are trying to convey to their teammates. They feel a sense of urgency and responsibility to their team as well.

7. Well-Order Problems – In Catch Phrase the words are given at random and do not “build up” in level of difficulty so players do not have the opportunity to work towards guessing harder words as they progress throughout the game. This is an adaptation that could be made to the game in order to make it more beneficial to players. 

8. Challenge and Consolidation – There is a bit of a skill that builds as players play Catch Phrase. Players learn new ways to explain words or phrases that they’re unfamiliar with by using collocations, personal experiences, homophones, and more. As teams work together, they start to understand each other’s “language” and can guess quickly and effectively. 

9. “Just in Time” and “On Demand” – There is no “just in time” or “on demand” learning in this game. This does demand that players think of information quickly and without much pause, but it doesn’t offer assistance in defining the words. Most teams will skip a word or phrase if it is too difficult without ever returning to it to learn what it meant.

10. Situated meanings – There are categories that are chosen before the game begins that help give a “situation” to the words that follow. There aren’t any other details provided for each specific word though.

11. Pleasantly Frustrating – This game meets the pleasantly frustrating criteria perfectly. There are multiple factors that can make it frustrating such as a timer going off milliseconds before a teammate guesses the correct word, but these moments usually lead to the entire group laughing and even more determined to win the next round. 

12. System Thinking – Players must think about their teammates and how slowly or quickly they need their team to guess their word. Sometimes players may intentionally slow down to give the next team less time to guess the word. They need to work together and pay close attention. 

13. Explore, Think Laterally, Rethink Goals – Players need to think which clues will help their teammates guess their word the quickest. They may need to redact their first attempt and try another way if their teammates aren’t picking up on their clues. 

14. Smart Tools and Distributed Knowledge – The knowledge is distributed throughout the team as the clue-giver must give clues that are appropriate for their guessers. Sometimes teammates may give clues to specific people on their team that might understand it best (age, personal experience, commonality, culture, etc.).

15. Cross-Functional Teams – Players must work together to pass off the Catch Phrase device. The clue-giver and the guesser are equally as important. They each take turns giving clues and guessing so they know the pressure from both sides. This helps them to be more effective in each role because they know how it feels to be in that role.

16. Performance Before Competence – Players must perform the word and give multiple different clues toward the correct phrase before their teammates guess it correctly in most cases. It is rare that there is just one word that sets off the guesser, so the more details, clues, and hints you can give the better it is!

Played & Evaluated by: Brooke, Jillian, & Brittany

FSU Bangkok Cohort, Summer 2021

THE BEAT GOES ON

Body percussion is an easy and accessible way to bring the joy of music into the classroom that improves concentration, coordination, and collaboration 

Body percussion can be performed without any additional musical instruments; all that is required are the participants themselves. There is no need for a prior musical experience, just the ability to try and a willingness to get involved. This game is suitable for small surroundings, and it can easily be applied to any preferred surroundings available. 

The theory behind the game:

IMITATION: ECHOING, RESPONDING

Students learn the fundamentals of music materials embodied motor-rhythmic exercises and executive functions as their “tools” to be used in more complex activities in the future. Teachers demonstrate the body percussion parts as an example. Students will have time to practice and get familiar with the concept.

EXPLORATION

Students begin to understand and apply the knowledge through imitation. They are allowed to have a quick brainstorm of the rhythms that they have learned before.

IMPROVISATION

Students not only understand, but also can apply possible combinations of rhythm and body movements, within the body percussion game.

COMPOSITION

Composing is the pinnacle of music-making. Through this game, the students have the opportunity to create a new rhythm that demonstrates creativity and variety to convey expressive intent.

So, how to play?

  • First Player make rhythm with Basic Body Percussion with the counting 1, 2, 3 and 4, twice
Basic Body Percussion

Pat Knees (1) – Pat Knees (2) – Clap (3) – Chest (&) – Snap (4)

  • Other players can join by repeating the last movement from the previous player, form a new body percussion pattern, and pass it along to the other participants

Example

Participant 1 – Snap (1), Clap (2), Chest (3), Snap (&), Chest (4)

Participant 2 – Chest, chest, Stomp, clap, clap 

Participant 3 – Clap, Chest, Snap, Snap, Pat Knees

Participan 4 – Pat Knees, Pat Knees, Clap, Chest, Snap

And so on..

  • Participants who can not continue or late in responding will be eliminated
  • Last person that stays until the end of the round is the winner

REMEMBER:

Last body part movement can not be the same as the first one

Let’s play!!

The Beat Goes On

What are the barriers in the game? Who might be excluded?

  • Participants with self-defeating beliefs and opinions feel they don’t have enough music skills or abilities to do it. This issue will prevent them from receiving the benefit of this learning experience.
  • Participants with limb impairments.
  • Participants with difficulties in communication skills (such as direct eye contact) and the symptoms of mutism.
  • Participants with limited technology experiences or internet connection issues (if the game is performed online). This factor will make them hesitant or unwilling to learn.
  • Participants that are not able to learn well in an online learning environment or are with learning disabilities that might be struggling and need more time to practice.

How does the game foster creativity and critical thinking?

  • Body percussion encourages imaginations through movement and play. 
  • The simplicity in using body parts as a musical instrument allows more room for creativity through simple and then more complex improvisation that gives learners the confidence to try out ideas that may not sound perfect the first time.
  • Learning body percussion rhythm helps them reflect on their creation and make changes to improve. The satisfaction of practicing and mastering a rhythm teaches the value of self-improvement.
  • It offers the repeated challenge of situations in which there is no standard or approved answer.
  • Using body movement to create music will give a sense of freedom in self-expression.

What content is handled? 

Movement of a human body, rhythm, and learning. The purpose of this game is to explore and understand that we can still make music (percussion) using our body parts such as fingers, hands, feet, and knees.

What skills are being activated in the game?

Communication Skills

  • Participants learn how to build relationship with peers.
  • Learning through interaction.
  • Interpret and use effectively modes of non-verbal communication

Collaboration Skills

  • Practice empathy, Learning through participations and contribution, Delegate and share responsibility for decision-making
  • Take responsibility for one’s own actions
  • Make fair and equitable decisions
  • Listen actively to other perspectives and ideas
  • Encourage others to contribute

Organization Skills

  • Set goals that challenging and realistic
  • Plan strategies and take action to achieve goals
  • Use appropriate strategies for organizing complex information
  • Understand and use sensory learning preferences (learning styles)

Affective Skills

  • Mindfulness
    • Practice focus and concentration
    • Practice strategies to overcome distractions
  • Perseverance
    • Demonstrate persistence and perseverance
    • Practice delaying gratification
  • Emotional management
    • Practice strategies to overcome impulsiveness and anger
    • Practice strategies to reduce anxiety
    • Practice being aware of body-mind connections
  • Self-motivation
    • Practice analyzing and attributing causes for failure
    • Practice managing self-talk
    • Practice positive thinking
  • Resilience
    • Practice ‘bouncing back’ after adversity, mistakes and failures
    • Practice ‘failing well’
    • Practice dealing with disappointment and unmet expectations
    • Practice dealing with change

How will you assess if learning is happening?

  • When participants demonstrate incorporated movements (Clap, Snap, Pat, Chest, and Stomp)
  • When participants able to maintain a steady beat
  • When participants consistently follow body percussion pattern
  • When participants changed body percussion patterns in time, and on the beat
  • When participants show interest, initiative, and effort when playing and make contributions to the group

World of Warcraft

Alliance Members: Dan, Priscilla, Autumn

Let’s Play !

World of Warcraft (“WoW”) was introduced in 1994 and is now considered to be one of the most popular strategy games available.

It falls under the category of a Massively Multiplayer Online Roleplaying Game (MMORPG), where players are able to choose their faction (Alliance vs. Horde), role, and customize their character’s appearance. Characters fighting for the Alliance include: humans, gnomes, dwarves, night elves, and dranei.  Characters fighting for the Horde include: orcs, forsaken (undead), tauren, trolls, and blood elves. Pandaren can belong to either faction. Once the faction and character have been chosen, players enter a virtual fantasy world called Azeroth, which is loosely based on the worlds found in C.S Lewis’s “The Chronicles of Narnia” and J.R.R. Tolkien’s “The Hobbit ” and “Lord of the Rings”. 

WoW is designed in such a way that it utilizes many of the learning principles and skills that can be found in most curriculums. As such, learning is a corollary to successful gameplay and players are unable to make progress unless they have learned from their experiences and failed attempts.

What are the barriers in the game?

https://youtu.be/L7Vn4JPQQFg
A compilation of barriers faced while playing together.

While WoW is widely popular, there are many barriers that might make it difficult to access and it requires some preliminary technical and gaming knowledge in order for new or inexperienced players to feel comfortable playing.

Technical Barriers:

  1. Players who have an older graphics card or bad internet connectivity may not get the “immersive” experience that makes the game enjoyable.
  2. Accessing the game is difficult unless equipped with a gaming computer. One needs at least 100 GB of storage space available on their hard drive and 8 GB of RAM.
  3. Even with adequate storage and memory, the game is interrupted by frequent updates and tends to continually lag or stop working altogether.

Account Barriers:

  1. Players have to download WoW in order to create an account through Battle.net
  2. Priscilla was using a new gaming laptop and it still needed countless updates to the graphics cards and miscellaneous settings after being downloaded. One would think that whatever needed updating would be included in the automatic updates list on the laptop, but it was necessary to track down random driver updates on outside websites. Luckily, the game did provide a link to the sites. Otherwise, it might never have worked. It was quite labor-intensive and wasted a lot of time before the gaming could even start. New players might have just given up due to the amount of effort involved.
  3. Non-tech-savvy wannabe players will likely struggle to get going and stay motivated.

Gameplay Interaction / Controls Barriers:

  1. The game requires a lot of time to set up and learn how to use it. Gameplay is fun and engaging but requires several hours of continuous play in order to accomplish anything significant.
  2. People who are relatively new/inexperienced could be confused about how to play effectively within the game. They are taught to use the buttons to move forwards, backward, left, and right (see screenshots), but not how to change the detailed settings and action shortcuts. One ends up struggling with unnecessary things like the camera suddenly panning or zooming in/out while running or fighting. The camera constantly changing the point-of-view was disorientating. Figuring out how to manually change it by zooming in/out in the settings was a life-saver. It took additional effort searching outside sources on Google to finally figure it out. Confusion about how to operate the controls effectively during gameplay can be frustrating and might make someone give up entirely.

Who might be excluded?

  1. Anyone who does not have access to high-speed internet or a modern computer with ample storage space will be excluded from playing this game.
  2. However, those who are in possession of the technology necessary to play the game are provided with numerous settings to complement their preferences for sound, view, and playing speed.
  3. People who can’t afford the subscriptions cannot continue playing after level 20 and the mobile app can only be used with a pre-paid subscription.
  4. Due to the specialized knowledge it takes of computers (in general) to get started (driver updates, downloads, settings, etc.) – people who are not tech-savvy could be excluded. WoW does make every effort for inclusion after the tech barrier is breached. There are numerous settings to remedy/control motion sickness, color-blindness, hearing issues, etc.
  5. Players can change their character’s physical appearance in the beginning. They can be male/female but not any other genders (e.g. nonbinary). Players can choose their skin tone, eye color and even scar color.
  6. People with visual challenges or other sensory disabilities may not be able to participate in WoW due to its constant movement and auditory indicators, etc. WoW does have additional settings for adjusting these, but it requires specialized knowledge or research to set it up correctly before playing. They likely would need assistance with the set up before playing.
  7. People with mobility issues may not be able to use a standard game controller/laptop keyboard when playing WoW, they may need to purchase specialized equipment in order to participate.
  8. Players must commit a lot of time to playing WoW to take full advantage of newly acquired skills and items and remember how to apply them to the next quest. Players who do not have several hours a day to play (which is required to make any substantial progress) might lose interest resulting in slow advancement up the levels.

How does the game foster creativity and critical thinking?

https://youtu.be/dCChRjVYoRY
Examples of creative thinking and problem solving taking place while playing together.

Creativity within WoW:

WoW is a roleplaying fantasy game that provides players with a lot of choices, which in turn, sets the stage for players to be creative. Starting from the beginning, players choose their character and their traits and are then set free into the world of Azeroth. They can choose which realm they want to play in. Within each realm are different towns and cities, forests, deserts, valleys, and even entire continents and oceans, which are populated by real players. The opportunity for creativity exists everywhere as players interact with WoW’s own economy, politics, professions, climatic regions, biodiversity, conflict, organizations, and culture.

Creativity During Gameplay:

  1. From the moment the game starts, the player must figure out what to do and how to do it.
  2. During gameplay, the character sets off on a quest and the game gives small clues (an arrow to guide them, punctuation marks above the heads of crucial characters providing further information or rewards, and a map with suggested destinations). Despite all this assistance, the outcome is not predetermined as characters can – and do (personal experience here…) – get lost in this world.
  3. Not all quests are compulsory and there are choices as to how to proceed with the game. There are, however, various battles, quests, etc. which are required to overcome on the path towards the ultimate goal of saving the realm.
  4. There is constant experimentation and innovative strategizing to determine the best way to attack an enemy, while simultaneously figuring out how to work together as a team amid frequent technical difficulties. Just finding the enemy can force one to come up with an original plan when previous attempts failed. Almost every challenge that players face in WoW takes more than one attempt and requires creative thinking.

Critical Thinking within WoW:

  1. Critical thinking skills are an essential part of gameplay in WoW and are relied upon to complete all of the tasks within each quest.
  2. Players must analyze a situation, evaluate previous strategies, use reasoning based on unsuccessful attempts, and then decide on a new course of action. This cycle continues until players are finally able to solve the problem.

What content is handled? What skills are being activated in the game?

https://youtu.be/HW2iuvUAS00
Several of the learning moments while playing together.

Content Covered within WoW:

  1. History – The story behind the world of Azeroth has a complex history that players will come to know through extended gameplay. It has parallels with human history too.
  2. Reading and comprehension – It is intended that players read and comprehend quest instructions and their application before embarking on quests. They will likely need to do independent research outside of the game when they become confused or are unable to complete a task.
  3. Mythology and Writing – Many of the creatures, characters, and weapons in WoW are based on medieval mythology.
    • Implementation – Students could use the mythical creatures, their character, and their knowledge of the world of Azeroth to write a quest.
      • Example: Students can choose a character from the game that they are familiar with and design a quest in the world of Azeroth. They would need to follow the structure of a quest (i.e., multiple steps using descriptive language) and create a story about their character and the adventures they have while solving the quest. Emphasis would be placed on the use of WoW vocabulary and a detailed description of the characters/creatures, the environment and the events as they unfold.
  4. Coding – Clues, map icons, powers, etc. are all represented by images that players need to recall and access at a moment’s notice. “Codespeak” can also be typed into the chat bar to have the character do an action such as dancing or waving.
  5. Math – Players must continually count and keep track of money, items, and certain quotas required by each of the quests. For example, counting the number of crystals collected to use when freeing a prisoner, keeping track of how many prisoners have been saved and how many more still need saving, calculating how many ogres need to be killed to earn enough copper or silver to buy a new weapon, etc. There are also higher-order math problems, such as percentages and statistical data that could be used in the classroom.
    • Implementation – There are many possibilities for implementing the math content (anything from counting to statistical analysis) in WoW into a lesson in the classroom.
      • Example: Student players select two different weapons used by their character and use the target dummies found at the beginning of a new realm to find the average damage over time of each weapon. Students can then make a graph based on the data. The experiment can be tested again using different gear that affects the character’s strength and weapon capability. They can then graph the new data and compare the results.
  6. Computer Science – To access and play the game one must know how to register for and operate the program and manage all the updates required for it to function smoothly.

Skills Activated within WoW:

  1. Self-Awareness – Players have to learn how to utilize and apply the particular skills, strengths, and weaponry possessed by their character for each specific task. This involves constant situational assessment, reflection of previous failures, and a rethinking of their strategy. WoW is designed so that players develop a “self-awareness” of their character through interactions with their environment. Through gameplay, students can develop a similar understanding and self-awareness of their own personal strengths and skills that they are equipped with and develop strategies that utilize these abilities to tackle specific academic quests.
  2. Motor skills and Coordination – players constantly need to use various keys and the mouse simultaneously in order to play the game.
  3. Executive Functions – Players develop skills in task initiation, problem-solving, organizing, planning, prioritizing, the ability to stay focused and on task, flexibility, stress tolerance, self-monitoring, working memory, and how to manage their time.
  4. Geography – Map reading and navigation skills.
  5. Communication and Interpersonal Skills – Communication is a necessary skill, as the players must read and understand the computer-generated dialogue and instructions, as well as chat live with other players during collaborative missions, negotiate group quests/battles, and trade items with them.
  6. Teamwork and Cooperation – To achieve goals in the quest, players often help numerous other players (most of whom they don’t know) and work together cooperatively.
  7. Empathy and a Sense of Community Responsibility – The game revolves around us helping a Captain to rescue his team members who are being held captive. Characters can acquire pets and must learn to look after them so the pet can help the player successfully complete missions.
  8. Delayed Gratification, Persistence, and Tenacity – For extended gameplay, players must develop patience and accept that delayed gratification is just part of the game. They must be persistent and tenacious when facing new challenges and be willing to learn from their past mistakes.
  9. Memory Skills – Players must be able to remember the various shortcuts that exist within the game, which abilities are most useful and in what situations, and the weaknesses of their enemies, and then apply correctly them when necessary.
  10. Vocabulary – There is a lot of vocabulary related to the middle ages, specifically around the fantasy genre, including weaponry, buildings, mythical creatures, and sorcery.

How will assessment of learning happen?

https://youtu.be/wqmKO26tDQA
The few aha moments while recording together.

The game uses scaffolding and builds upon the experiences and skills that the players acquire throughout the levels. Each subsequent challenge relies on the skills, resources, and overall know-how received through the successful completion of previous quests.

The objectives of each quest are clear and the game offers enough guidance so that the player is able to explore and experiment with their environment.  Learning takes place through trial and error and players receive feedback when they make a successful attempt as well as when their attempts fail. Throughout the game, the player must be creative in how they approach a new or unsolved problem. They are initially given the opportunity to try as many times as it takes to successfully complete the task, but in advanced levels failures (like death) result in score penalties.

Is there progression through the levels?

To move up a level, the player must learn how to solve the problems and challenges in each quest. There is a gauge at the bottom right of the screen to show progress compared with others in the game. Are students on par with the percentage of others?

Does the player’s movements and onscreen behavior become more fluid and natural?

As learning takes place, the character will move and interact with the gaming environment more naturally and will be positioned in such a manner that makes it easier to engage with the enemy or complete a task.

Does it become easier to understand the objectives and how to reach them using the various buttons and weapons/spells provided?

As a new player, the objectives of each quest clearly list what is need to successfully complete the mission. However, interpretation can be difficult at first due to unfamiliar vocabulary, so players must experiment and interact with their environment before knowing how they are supposed to accomplish certain tasks. Through experience, the operational meaning of objectives becomes easier to understand and players are able to translate them into plans of action.

Are new weapons used together with older ones in the right order to create more damaging effects on the enemy?

At first, players can only use their weapons for simple, one-step movements. As they become proficient at executing the basic movement(s) of their weapon, the game recognizes this and awards experience points. If they earn enough experience, they move up a level and acquire new, more complex movements for their character’s weapon. As they continue to gain more experience, opportunities for finding or buying new weapons, spells, and armor are presented.

As players progress, they become equipped with a variety of weapons, spells, and potions, which they can learn to use in tandem, and are able to strategize the utility of each weapon or combination based on its application to a new challenge.

WoW allows players to see their statistical progression in terms of kills, deaths, wealth, etc. so players can see the areas that are in need of improvement.

Through gameplay, do players come to understand that mistakes and failures are integral to learning how to complete the quests?

The game is designed so that players need to make multiple attempts before they are able to finish a challenge.  The game provides enough information to ensure that players clearly understand the objective of the quest. However, players must come up with their own strategies to accomplish each task, learning through experimentation, exploration, and trial and error until they discover an approach that is successful.  

Are players able to isolate what’s not working and master the difficult area before they are permitted to move on? 

Making mistakes is part of the game and provides evidence that the player is trying. Without making failed attempts at something, then they are certainly not growing or learning. Players are allowed to make as many failed attempts as they need to successfully accomplish their tasks. This is a significant improvement over games from the 1990s where players were only given a set number of lives, and when they were gone, they had to start from the very beginning again.

Group Consensus:

  1. After having played WoW for many hours independently and as a group, we were surprised at how many learning opportunities it presented us with that could be utilized in an age-appropriate classroom setting.
  2. The game is more than just a story because it lets players interact within the plot in a virtual world where they are the protagonists. This gives them a vested interest and a personal stake in what happens, how it transpires, and how it will end. This is a fundamental and preliminary step in the learning process: engagement.
  3. There are skills that are explicitly and implicitly learned through gameplay. Additionally, there are numerous opportunities for learning by designing a lesson and using gameplay as the learning platform.
    • For example: there are many ways that the game can be used as a reference or topic for different types of writing. For math: students could use the statistics from the game to figure out the fraction of ogres they killed with a spell versus a weapon. There are also social and intrapersonal skills that the game can help students to develop by encouraging teamwork, collaboration, and clear communication.

Sources:

https://edurealms.com/a-new-project-world-of-warcraft-in-school/

https://www.kqed.org/mindshift/27428/world-of-warcraft-finds-its-way-into-class

Sight Word Jenga!

By Daniel S & David C

About Jenga:

Jenga is a game originated in Ghana. The word “Jenga” comes from the Swahili word “Kujenga”  which means “To build”. It was first commercially released in Harrods, and then Hasbro took it world-wide.

Classic Jenga Rules:

A classic Jenga game consists of 54 hardwood blocks. To set up the game, we used the included loading tray to create the initial tower. Stack all of the blocks in levels of three placed next to each other along their long sides and at a right angle to the previous level.

Once the tower is built, the person who stacked the tower plays first. Moving in the game Jenga consists of:

  • Taking one block on a turn from any level of the tower (except the one below an incomplete top level), and
  • Placing it on the topmost level in order to complete it.

Players may use only one hand at a time; either hand may be used, but only one hand may touch the tower at any time.

Players may tap a block to find a loose one. Any blocks moved but not played should be replaced, unless doing so would make the tower fall. The turn ends when the next player touches the tower, or after ten seconds, whichever occurs first.

The game ends when the tower falls — completely or if any block falls from the tower (other than the block a player moves on a turn).

The loser is the person who made the tower fall (i.e., whose turn it was when the tower fell).

Above mentions the classic rules used for Jenga. To take an educational approach towards the game, we have reinvented Jenga for an English Language Arts lesson on Sight Words. 

Sight Word Jenga!

We felt it would be fun to take the classic game Jenga and turn it into a Grade 2 English Language Arts lesson on Sight Words and sentencing writing. We decided to do this as we both work in the same International School and as many teachers from our cohort this week expressed, teaching ELL students or even ELA students possess its challenges when it comes to making lessons that drive critical creativity and fun. 

The school we are currently working at is British Columbia International School Bangkok and BCISB is a Canadian school that utilizes the British Columbia Curriculum. Inside the curriculum, one of the main pillars of the academic program are the BC Core Competencies. The Core Competencies allow us to take a holistic approach to social-emotional learning with our students. Therefore, we chose this English Language Arts lesson (in the game of Jenga) as we felt it would allow us to assess the student learning outcomes from both the ELA curriculum and also to assess one of the BC Core Competencies, which is being a Risk-Taker. 

We also thought it would be valuable to utilize an English Language Arts lesson as we have also learned in our discussion forums this week about PISA. In order to prepare students to effectively have the outcomes and expectations to write the Programme of International Student Assessment benchmark exam, which hosts a strong focus on Literacy. 

This lesson is an example of a Formative Assessment as students are learning to use the sight words and create sentence starters. 

Lesson: 

Sight Word Jenga

A sight word is a common word that frequently appears in texts. However, younger readers often need practice when it comes to recognizing these works to effectively read at their grade level successfully. To incorporate writing into this ELA lesson we will ask students to collect all of their words and create a sentence. By playing this game, it allows students to play in a gaming sense and through play they will be able to practice word recognition and sentence starters. Additionally, students will be able to incorporate the BC Core Competency of being a Risk-Taker as they will be working with new peers and playing a new game. 

Objective:

-Students will practice recognizing sight words and writing simple sentences by collecting as many blocks of words from the Jenga tower. Without tipping the tower over. 

Content:

English Language Arts, Grade 2 BC Curriculum

-Students can read common high frequency words based on word lists (Reading).

-Students can  produce simple sentences and common compound sentences (Writing). 

Assessment:

-Formative Assessment (type of assessment)

-Students will be given a post-it note to write their best sentence to submit as an exit teacher at the end of class. 

-Students will verbally call out the sight words (teacher will circle class to check for understanding). 

Materials:

-Jenga Tower

-Marker

-Sight Word List (we got ours from our ELA program) 

-Post-it notes for exit ticket

Instructions:

1). Write ONE sight word per block (this is prepared by the teacher!)

2). Ask students to assemble the Jenga tower

3). Students rotate taking the pieces out of the tower and getting a word

4). If they successfully gain a block, the student says the word verbally to group

5). Student keeps the block to later on make a sentence

6). Students play until the tower collapses

7) Student with the most blocks wins the game

8). Students use their blocks to create a simple sentence

9). Students submit the sentence to the teacher as an exit ticket to check for understanding

Course Application

After creating the game and lesson plan, it was time to apply the lesson to the 16 Principles of Learning (Gee, 2003). These principles helped us to reflect on the activity being presented. Throughout our reflection we were able to create an analysis on each principal. 

1). Identity

Students enjoy playing a game that gives them a sense of identity. As with Jenga it is an individual winner, it allows students the freedom to be a competitive individual. Allows students to use their creativity to build and develop. 

2). Interaction

Students interact with their peers by playing Jenga in either pairs of small groups and also helps promote fine motor skills. 

3). Production

Students are able to produce an amusing tower and at the same time they are able to verbally and through writing apply their skill sets for the Curriculum Standards. 

4). Risk-Taking (Core Competency)

Students are Risk- Takers by attempting a new game, and possible with new words and new peers to collaborate with. The principle of “Risk-Taking” is important to our lesson as it is one of our school’s Core Competencies. 

5). Customization

The game can easily be customized to allow for easier or harder levels of student academic ability. To make the game either less or more challenging or inclusive for students thay may have additional learning needs. 

6). Agency

The game allows for all students to form a sense of agency as they are playing as a solo player, they all want to see the tower be pulled apart as much as possible. 

7). Well Ordered Problems

With clear directions and ob adjectives, this game is easy to follow and to play for all students.

8). Challenge and Consolidation

Jenga promotes both challenge and consolidation as it is a challenge to pull the right blocks of the tower. However, when the tower does crash down, it allows for consolidation as students can simply re-built the tower and play again.

9). Just in Time and On Demand

Jenga allows for a quick and easy set up that can be played on demand in any area. 

10). Situated Meanings

Students understand the WHY in Jenga and the purpose of the game very instinctively. 

11). Pleasantly Frustrating

The game is indeed pleasantly frustrating and the gasps of laughter and shock will indeed be loudly heard when the tower crumbles. Although frustrating, this is also the fun part!

12). System Thinking

All players must think systematically in order for the Jenga tower to stay standing.

13). Explore, think laterally, and rethink

The lesson allows all learners to explore the game, use their voice and mind to say the words and to write them. It also allows students to engage by rethinking which blocks to pull from the location of the block on the tower.

14). Smart Tools and Distributed Knowledge

Students are given the necessary information, directions and support to effectively play the game. 

15). Cross Functional Teams

Students can have the opportunity to play other teams as the lesson progresses. Perhaps the winner of one round can play another winner, too. 

16). Performance before the game

The students will have played Jenga before or had exposure to the game before the class. Students at any academic level will be able to participate even if it is just success in playing the game with their peers. 

Universal Design for Learning (UDL) Cross Application:

The 3 principles of UDL that were anyased and reflected upon in the lesson are engagement, representation and action and expression. 

1). Engagement

-Students have choices

-The game is relevant to the content/curriculum/competencies

-Creates opportunity for learners to move around the room

2). Representation

Teaching/Assessment Strategy

-Audio, the directions can be read aloud by the teacher

-Video, students can watch a video clip of how the video is played (like the one on our blog!)

-Hands on learning is taking place

3). Action and Representation

-Pencil to paper assessment (student writing a sentence as an exit ticket)

-Oral report (students calling the words aloud and teacher circulating to listen

Reflection/Conclusions

What are the barriers in the game?

The barriers in the game might include the setting. A classroom may not be large enough to host multiple students playing multiple towers of Jenga at the same time. Another barrier will be academic levels. It is critical that differentiation is done on each of the different towers to include lower ability learners and to challenge higher level students. The game can also be noisey and could be disruptive during the school day. 

Who might be excluded?

Students with physical disabilities may struggle to play the game. However, certain things can be done to make the game more inclusive. Players that may struggle to physically play the game by moving around and pulling the blocks could be assisted with another team mate. For example, the Jenga rule of only using one hand, will pose complications for students that cannot sit still. Students that may have sight problems could use a Jenga tower with the words written in Brail or have the assistance of a TA to support. 

How does the game foster creative and critical thinking?

The game fosters both creative and critical thinking in two ways. It allows students to think critically when choosing which block they will pull from the tower, it allows students to think creatively by structuring their sentences with the sight words they receive. 

What skills are being activated? 

Many skills are being activated through this lesson. Students must collaborate and work in a group, they must follow instructions, they must listen to each other and they are practicing two critical components to reading and writing in their Language Arts curriculum. Lastly, the BC Core Competencies of being a “Risk- Taker” is being activated as students try new things. 

How will I know if the learning is happening 

There are many ways to know the learning is happening throughout this lesson. During the game the teacher will circulate the room and visit each group to hear the students call out the sight word. The teacher will also be assessing the student’s exit ticket which will include a piece of writing from the student. In general, loud classrooms usually help us indicate student engagement and we know the students will be actively trying to construct/deconstruct the towers, allowing for more practice with the sight words.