Searching ......
Discuss the difference between concrete words and abstract words as search terms. Have students brainstorm and record word banks of concrete words for example, "computer games", "video games", "Grand Theft Auto"… and a word bank of abstract words, for example, "impact", "reasons", "advantages", "harm", "education", "violence".
The keyword refining strategies table sets out some keyword refining strategies. Ask students to complete the table, suggesting one or more search terms (a keyword/ phrase), other than "computer games", for each of the search strategies. Ask them to try out the search and to check which search terms have given them the best information linked to their questions.
Investigate, with students, the Google tools of Wonder wheel and Timeline. How might they be useful to our inquiry?
Investigate, with students, the EPIC databases, such as the Australia/ NZ Reference Centre. Check with your library staff for details about this. New Zealand schools will have their own logon details.
Once students have, first through skimming and then scanning, chosen texts to read more thoroughly for answers to their questions, they need to record their information by making relevant notes.
Assessment task
Assessment
Extract from The 2010 Horizon Report K-12 Edition (a publication of The New Media Consortium)
Research into games for educational purposes reveals some interesting trends. Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content. We are discovering that educational content can be embedded in games rather than tacked on, and that players readily engage with learning material when doing so will help them achieve personally meaningful goals.
Games and gamification
Question 1:What are the harmful effects of video games?
Question 2:What are the benefits of playing video games?
“State of Play”
Listener Oct 2008
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