Simulations+and+Games(Colin)

=**Simulation and Games**= These types of activities are a great source of learning for students as they already have the advantage of grabbing the students attention by their gaming nature. Most students enjoy engaging in these types of fun activities and soon forget that it is actually a learning experience. Simulations and games are a great way to motivate those students who are reluctant to engage in other types of lessons with similar goals.

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**Rationale:**
This website provides a variety of educational games across a broad area of the curriculum. There are many good reading and math games that help reinforce basic skills for the elementary learner. The reason this was selected to support integration of games into the curriculum is mostly because of its appeal to most students. Learners find themselves engaged in educational activities and don't even realize that they are actually "working".

It's important to differentiate between video games and educational games. Video games are ones that are played for pure enjoyment factor with no educational purpose. Educational games would be those that students enjoy playing, but actually have some educational value. Most people agree that video games can promote learning, although critics suggest what is learned may be inappropriate (Shaffer, Squire, Halverson & Gee, 2005). This is why it is important to have a resource for students to use that is both educational and fun....not just fun.

Needed Resources and Estimated Costs:
A Mac or PC computer with an internet connection. Any web browser software

Technology Two: Garage Band - iPad Application
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**Rationale:**
Students are able to simulate the use of a variety of instruments in order to create a music piece to their satisfaction. Students can then share their creation with others by posting it on the internet, sending it electronically, or transferring it to a physical medium (disk, mp3 player, etc.). The Northwest Regional Educational Laboratory suggests that students use dynamic simulations to model complex systems. They also suggest that students use software to understand complex systems. This application does exactly that. Students are easily able to manipulate instruments by using multi-touch gestures in order to create a complex musical piece, regardless of their music background or knowledge.

Needed Resources and Estimated Costs:
A 16gb iPad - $499.99 GarageBand Application - $4.99

Technology Three: Classroom Jeopardy Interactive Game Show Kit
[|http://www.educationalinsights.com/category/classroom+jeopardy!--174-.do]

**Rationale:**
A simple way to motivate students to learn is by playing an educational game. The Classroom Jeopardy Interactive Game Show Kits takes this to a new level. The kit comes with hand buzzers (clickers), scoreboards, and the ability to display questions in a Jeopardy-like fashion. Teachers are able to create their own Jeopardy questions based on their lessons, or download free questions/games that relate to what they are doing in the classroom.

Although this game can be played without all of the fancy equipment, the added flair makes the lesson even more motivational for students because of the increased realism. According to the Northwest Regional Educational Laboratory, the effectiveness of gaming relies on the degree to which the games simulate real life (Hood, 1997). This is the advantage that you get when you purchase this type of kit, although one must weigh the cost versus reward when decided to purchase an expensive item like this. For older students who are familiar with the Jeopardy format, this added realism would be a plus. However, it could just be a waste of funds if you are dealing with primarily younger students, who do not have an appreciation for its authenticity.

Needed Resources and Estimated Costs:
Classroom Jeopardy Interactive Game Show Kit - $499.99 Downloaded free games, or teacher created ones.

**Educational Challenges and Solutions:**
One educational challenge that simulations and games can help overcome is the issue of student motivation. Educational games and simulations have been found to be effective in motivating students to learn. (Ke, 2008; Papastergiou, 2009; Tuzun, Yilmaz-Soylu, Karakus, Inal, & Kizilkaya, 2009) Specifically, Classroom Jeopardy motivates those students who like to compete and play games against one another to become more involved with the lesson. Students are more apt to participate because of both the game setting and the real-world technology used that mimics the actual game show. This type of technology is especially important as the students get older and are less motivated intrinsically.

**References:**
//Simulation and Games//. (n.d.). Retrieved April, 2011, from Northwest Regional Educational Laboratory website: http://www.netc.org/focus/strategies/ simu.php