The phenomenon of chunking as a memory mechanism can be observed in the way individuals group numbers and information in the day-to-day life. (2) Chunking mechanism: C hunking is a process through which individual pieces of information are bound together into a meaningful whole. This is exactly how I feel when playing this game, I wish I could run round after round. Therefore, they spend lots of time on task. (1) Practice Principle: Learners get lots and lots of practice in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success. Players could feel a sense of arousal and feel like they should concentrate more in order to successfully pass the level. The game plays a somewhat intense, exciting music in the background. It’s very enjoyable and pressure-releasing to see the fruit juice bumping out once you hit the right fruit. There are some adaptations to educational purposes though, like moving some distracting features such as “freezing the time”, “blocking the screen”. The whole setting of the game is based on a very popular kill-time game Fruit Ninja that I like to play a lot. Each difficulty level differs in terms of how many fruits are jumping out at a time. The game has 5 different chapters with easy, medium and hard difficulty levels. Hopefully players could also derive some learning methods from the game, like chunking and deliberate practice (categorizing all letters into meaningful rows and stick on practicing on a particular row), that they could well apply to learning other stuffs. Within-domain transfer is also expected to happen: although players are learning and practicing typing in English, typing Chinese (roman alphabetical pinyin) or Japanese is also quite similar. When players practice typing in a particular row, he or she may also know how to type in another row even without explicit practice because the mechanism behind typing remains the same. Players will also have a better sense as to which letters are in which row on the keyboard as the chapters of the game were designed based on the different rows of letters. Players are going to hit the right fruits in a short given period of time. This is reflected in the design of dynamics of the game. They are supposed to have prior experience working on a computer.Īs far as I am concerned, players could potentially achieve two learning goals by the end of the game: type fast and type accurately. Students should have already known what a keyboard is and have a basic idea of how different keys are laid out (This game is more like practicing than teaching from scratch). Students are supposed to be able to identify the 26 letters, numbers and some special characters upon seeing them. The purpose of the game is to get as many points as possible. Some of the special fruits are on bombs, once the player hits the fruit on bomb or loses all three lives, game is over. However, when he misses a fruit, one life will be deducted. When a player hits a fruit with the correct letter, he or she could gain 13 points. At the onset of the game, each player has 3 lives.
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