Thursday, May 7, 2015

Using Frame Games with Adult Learners

We all love to play......don't we?

Bingo ...... word searches...crossword puzzles ... jeopardy ... wheel of fortune ... card games .... scrabble .......... most of us have played these games at one time or another - for fun.

These games can be used in teaching as well as for fun.....and shouldn't learning be fun?

The above-mentioned games are referred to as frame games  (serious games that put traditional academic content into an engaging format, such as a game show). Frame games, then, can be used to present new material or to review previously learned material, and with all levels of learning.

But....just because we CAN use frame games in the face-to-face or distance classroom, should we?

Games foster interactivity with the content and, depending upon the game is used, interactivity with classmates. According to Kapp, Blair, and Mesch (2014), games primarily are used to change attitudes and behaviors although they can be used to deliver and/or test content knowledge. Frame games, sometimes known as puzzle games, can be be used to test recall of material, but need to include repetition where the learner who gives an incorrect response learns the correct response through feedback and has the opportunity to try again. some frame games such as Jeopardy can also be used as teaching games, offering a framework to guide class discussion.

The following video, sponsored by TESOL, cites additional reasons for using games with adults, particularly with those learning English as a second language:
 
American TESOL Webinar - Classroom Fun & Games for Adults 
https://youtu.be/Pvs5TywyIZg


Let's explore a few frame games and their possible uses  with adult learners.


Bingo

BINGO!  Who hasn't longed to yell that word and win!

We don't need professionally crafted cards nor a caller to have fun with this game. Bingo can be played in a classroom as a review game or even as an end-of the week riddle puzzle game to encourage higher order thinking. Instructors can give students a list of terms and have them create their own Bingo Cards  with the instructor call out definitions, phrases...even riddles.

Benza,  Calvert, and McQuown (2010) have successfully used BINGO  with older adults  to increase their knowledge about their own risks regarding medication use, medication interactions, multiple medications, and alcohol use. The instructors organized research-based educational facts into teaching points to create a BINGO game, assigning an mage or icon related to the fact/content to each teaching point. (For more information on their research, see the references section below.)

Other research has explored using  BINGO to teach physiological terms in psychology (Vanags, et al., 2012). Brain BINGO was developed as a tutorial activity for undergraduate psychology students, and those using this approach recalled more terms that a student group receiving more traditional methods. earned higher scores on their post-tests.   Combining Brain BINGO with feedback resulted in even higher recall.

How about giving students a list of Shakespearean characters (Caesar, Cassius, Brutus, the soothsayer, Romeo, Juliet,  Macbeth, Lady Macbeth....) then the instructor can read aloud a quote  for the students to identify the correct speaker. Even vocabulary practice becomes more fun when students are allowed to play.

Technology can be very helpful with helping instructors with Bingo in the classroom. Bingocardcreator.com, for a small fee, allows instructors to create and print custom bingo cards using their office computers. Tools for Educators offers a printable bingo board maker, bingo game to print, and bingo templates with images. TipJunkie  has free templates for use at parties and showers.

 Word Search


I used to love word searches....there was just something about locating all of the phrases and words and filling the card that made my heart sing!   I even used to buy puzzle books for my daughters at Christmas and for traveling, and they spent hours pouring over those pieces of paper.

Teaching a novel? Try a word search to review characters and places.  word searches would also be great to help ESL students with vocabulary. American history, chemistry, economics, foreign language - all of these could areas could use a word search as a review.

Or, try this: Instead of providing a list of terms, provide the definitions and have the students locate the matching term in the word search puzzle. 


Discovery Education  allows instructors to create a title, choose a size, determine hints, and enter terms to generate a printable word search.
A to Z Teacher Stuff ,   Puzzlemaker.comProProfs, and EdCreate all provide word search puzzle generators.


Crossword puzzles


Ah..one of my favorites to help students review vocabulary, events in a novel or play..and much more!  Science, math, history, foreign language..so many content areas could use crossword puzzles as a review or even as a test. Now students not only have to know the meaning of a term but how to to spell it to succeed in the puzzle.

Berry and Miller (2008) suggest using crossword puzzles as a learning and as an assessment tool in the athletic training education classroom. HOTT (Health Occupations for Today and Tomorrow) provides crossword puzzles on such careers as dietician, doctor, paramedic, physical therapist, pharmacist......and more!

The use of crossword puzzles in educating adults has garnered quite a bit of interest. Franklin, Peat, and Lewis (2003) found crossword puzzles as useful learning aids with first year biology students.  Whisenand and  Dunphy (2010) used a series of crossword puzzles or scrabbles to present information system terminology to students n an introductory business information systems technology course, finding that students who used crossword puzzle study aids earned  higher quiz scores.

Several crossword puzzle generators are available: The Teachers CornerDiscovery EducationPuzzleMakerA to Z Teacher StuffCrossword Labs,  Crossword Puzzle GamesProProfs, edHelper.com......


Game Shows

Game shows such as Jeopardy, Who Wants to be a Millionaire, Hollywood Squares, Family Feud, and Wheel of Fortune have all been used in classroom settings - both face-to-face and in a synchronous online setting. 

Perfect for use as content review or as a testing game, these techniques could also be used as a framework for discussion of new content. 

Medical educators Jirasevijinda and Brown (2010) used Bronx Jeopardy to teach psychosocial aspects of the surrounding community to medical residents. Students reported that in addition to expanding their knowledge about the community in which they will practice,  they felt the Jeopardy format built collegiality, stimulated interest, was a fun and effective way to earn, and helped retain information. Rand and White (2008) have used a jeopardy-type game with an undergraduate physics society at meetings to generate discussion about diversity. 

Television game show frame games can be played with teams or with the entire class, with or without prizes, with or without powerpoint.

Super Teacher Tools provides an online template, allowing a Jeopardy game to be housed and played online. Jeopardy Labs allows instructors to create a customized jeopardy games online or to use an already published version. Google Docs also has a template

Amy Johns Technology Spot offers powerpoint templates for a variety of television game shows: Jeopardy, Hollywood Squares, and Who Wants to be a Millionaire.

How about Family Feud? Check out Free Family Feud PowerPoint Templates and Family Feud Customizable PowerPoint Template.

PowerPoint Games offers templates for Jeopardy, Family Feud, Who Wants to Marry a Millionaire, and Hollywood Squares.


Electronic Games

Several additional games, found online as well as downloaded as apps, have also become popular in classrooms. My children first introduced me to Tetris in the 90's although this game started a decade earlier. Tetris is a Soviet tile-matching puzzle video game originally designed and programmed by Alexey Pajitnov and released on June 6, 1984. If you have not played Tetris, you really need to give it a try (click here).   I found the skills reinforced in this game are used when packing a car, packing a moving van, and stacking wood.


Somewhat addictive,  the game of Tetris requires players to strategically rotate, move, and drop a procession of Tetriminos (shaped blocks) that fall into the rectangular Matrix at increasing speeds. Players attempt to clear as many lines as possible by completing horizontal rows of blocks without empty space, but if the Tetriminos surpass the Skyline the game is over! Sounds simple? Strategy and speed can go a long way!

Playing video games have been linked to improved eye-hand coordination in surgeons, and video gamers tend to have faster reaction times (Wolf, 1997), heightened spacial visualization skills (Hays, 2005), and an increased capacity for visual attention and spacial distribution (Hays, 2005). Video games teach higher order thinking skills as players work through solving problems presented in level 1 before they can move to level 2 (Kapp, 2012).

How can this translate to the classroom?

Falling Words Tetris games allow instructor to pose fill-in-the-blank statements using any content.  What a great way to review specialized terminology.  How about the reverse?  Provide the word, and the definition falls. One can even tests themselves on the periodic table of elements in chemistry.

Foreign Language learners could practice identifying gender of various words by guiding the words to the appropriately labeled flowerpot. Test your German skills with this preview.

This Tetris Game Maker includes an assessment rubric for having learners generate their own tetris game, a game planner, and tetris clip art. Discovery Education offers Puzzlemaker which provides a Fallen Word generator.


What's Next?

Games are fun - they help us relax, laugh, and enjoy our time. Students often learn more when they are relaxed, and, what instructor wouldn't want happy and relaxed students who are learning? Games tend to shift time, transforming time into an illusion - "time flies when we're having fun." As instructors, however, we need to keep several items in mind when deciding whether or not to integrate games into our teaching:

 Is the game's purpose to teach or to test?   Different games have different uses so matching the correct game with its use is important as we design. Testing games are used when the learner needs to know the information to be successful - the focus here is to recall knowledge rather than apply. Trivia games, Jeopardy, and matching-type games are great examples of testing games. Adding repetition to a testing game then allows the testing game to teach.  Despite choosing an incorrect answer, learners should receive feedback to learn the correct answer, then repeat the process until all answers are correct - and the teaching game is now a learning game, too!

Is the game the only way method of presenting material or one of  many?  Using a variety of  learning techniques tends to aid in retaining complicated information (Kratzig & Arbuthnott, 2006), and using multiple approaches in teaching vocabulary is often more effecting than using just one approach. Students often differ in their methods of learning (types of stimuli from which they best retain), so having a variety of resources available to students will aid their learning.  Games can be part of that stimuli.

Do the adult learners already know and understand the game you are using? Using a crossword puzzle is great - as long as all students understand how they work (what 1 DOWN means and why there can be a 2 DOWN but not necessarily a 2 ACROSS). Valuable class time can be spent explaining the process of a crossword puzzle, but those who have never been exposed to one before may not find this game easy to use. .... or fun! If this is an individual review, not knowing how to "play" can be very frustrating for the learner, resulting in more anxiety and less learning. 

How well does the game adapt to your course delivery method? Face-to-face and synchronous virtual classes provide instructors with an opportunity to answer questions, explain the game process, and guide learners through the game.  Online instructors need to find other methods, perhaps through written instructions, videos, screencaptures with voiceovers, or audio files.

Whatever games you may choose ...... may happy gaming lead to increased learning!

                                                          References


Benza,  A. T., Calvert, C., & McQuown, C. B. (2010). Prevention BINGO: reducing medication and alcohol use risks for older adults. Aging & Mental Health, 14(8), 1008-1014.
 
Berry, D. C.,  & Miller, M. G. (2008). Crossword puzzles as a tool to enhance athletic training student learning: Part 1. Athletic Therapy Today, 13(1), 29-31.

Franklin, S., Peat, M, & Lewis, A. (2003). Nontraditional interventions to stimulate discussion: the use of games and puzzles. Journal of Biological Education, 37(2), 79-84.

Hays, r. t. (2005). The effectiveness of instructional games: A literature review and discussion.  Naval Air Warfare Center Training Systems Division (No.2005-004).

Jirasevijinda, T., & Brown, L. C. (2010). Jeopardy! An innovative approach to teach psychosocial aspects of pediatrics. Patient Education and Counseling, 80, 333-336.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Wiley. 

 
Kapp, K. M., Blair, L., & Mesch R. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. San Francisco: Wiley. 

Kratzig, G. P., & Arbuthnott, K. D. (2006). Perceptual learning styles and learning proficiency: a test of the hypothesis. Journal of Educational Psychology, 98(1), 1-16.

Rand, K., & White, G. (2008). An idea for generating diversity conversations: Physics jeopardy and future faces of physics kit. Presented at the Physics Education Research Conference.

Vanags, T., George, A. M.,  Grace, D. M., & Brown, P. M.  (2012). BINGO! An engaging activity for learning physiological terms in psychology. Teaching of Psychology, 39(1), 29-33.

Whisenand, T. G., & Dunphy, S. M. (2010). Accelerating student learning of technology terms: the crossword puzzle exercise.  Journal of Information systems Education, 21(2), 141-148. 

Wolf, J. (1997). The effectiveness of business games i strategic management course work. Simulation & Gaming, 28(4), 360-376. 

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