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Tech-Enhanced American Revolution Games

This activity involves students creating interactive quiz-style games about the American Revolution using Inklewriter. In groups, students will identify five important events, people, or ideas and create a game incorporating these topics. Each topic will include an image, question with two answers, and feedback for each answer. Students will share their completed games via links in a Google Doc for their classmates to play. The goals are for students to synthesize information and identify main ideas from their readings and for their games to be used as review tools in future fifth grade classes.

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Maureen Deming
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0% found this document useful (0 votes)
9 views5 pages

Tech-Enhanced American Revolution Games

This activity involves students creating interactive quiz-style games about the American Revolution using Inklewriter. In groups, students will identify five important events, people, or ideas and create a game incorporating these topics. Each topic will include an image, question with two answers, and feedback for each answer. Students will share their completed games via links in a Google Doc for their classmates to play. The goals are for students to synthesize information and identify main ideas from their readings and for their games to be used as review tools in future fifth grade classes.

Uploaded by

Maureen Deming
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Running head: THIRD ACTIVITY

Using Technology to Teach the American Revolution: Third Activity


Maureen Deming
EDU 625
Dr. Kathy Milhauser

THIRD ACTIVITY

Using Technology to Teach the American Revolution: Third Activity


Sub-Topic and Technology
This activity is meant to be a summative assessment. It addresses all the subtopic
outlined in the Project Plan: Englands role, the Boston Tea Party, Paul Revere and the shot heard
around the world, and Important Figures of the Revolution. Students will create an interactive
quiz-style game that can be used in fifth grade classrooms as review tools during the social
studies unit on the American Revolution. Since these products will be used in an authentic
context, students have a meaningful purpose for creating the games, as well as for playing them
(Kiang, 2014). By focusing on important ideas from the readings, this activity also helps
students think about main idea, summarizing, and synthesizing, skills intervention students
struggle with.
Games were selected for this topic for several reasons. The topic is directly aligned with
classroom material, which aids students in making connections in their learning (Sanford et al.,
2006). Games are multimodal, allowing the creators to show their understanding through
images, audio, color, font, and shapes (Sorenson et al., 2011). Multimodality also benefits
players, since meaning is communicated in a variety of ways. This activity also taps into the
innate social characteristics of games and gaming. Students form their own Communities of
Practice by talking to each other to share problems, find answers, and discover what the other
students are doing that might make them more successful (Sorenson et al., 2011)
Objectives
1. Given readings, discussions, notes, and a partner, fifth grade students in Tier II
literacy intervention will identify five important events, people, or ideas about the
Causes of the American Revolution.
2. Given readings, discussions, notes, Inklewriter, and a partner, fifth grade students in

THIRD ACTIVITY

Tier II literacy intervention will create an interactive game that incorporates five
important events, people, or ideas about the Causes of the American Revolution.
3. Given readings, discussions, notes, Inklewriter, and a partner, fifth grade students in
Tier II literacy intervention will create an interactive game that incorporates five
supporting images, one for each important event, person, or idea.
4. Given readings, discussions, notes, Inklewriter, and a partner, fifth grade students in
Tier II literacy intervention will create an interactive game that asks one question
about each important event, person, or idea, with two possible answers.
5. Given Inklewriter and a partner, fifth grade students in Tier II literacy intervention
will create an interactive game that provides feedback for each possible answer for
each question.
6. Given Inklewriter and Google Drive, fifth grade students in Tier II literacy
intervention will share the link to their game with the teacher in a Google Doc.
Instructions for Students
1. With your partner, use your readings and notes to decide on five important ideas to go
into your game. They can be people, events, laws, or ideas. Your game will be used
by future fifth graders, so think about what would be the most important things to
know about the causes of the Revolution.
2. In Inklewriter, give your project an appropriate title, and put both partners names in
the author section.
3. Write your game as an informational text. Find an appropriate supporting image for
each important idea.
4. Each idea should feature a review question with two possible answers. There should
be short feedback for each possible answer.
5. Dont forget to pilot test your game!
6. When finished, share your game and copy the link into a Google Doc. Share the Doc
with your teacher. We will have an opportunity to play each others games at the end.

THIRD ACTIVITY

4
Instructions for Teacher

1. Students are already familiar with Inklewriter and Google Drive, and should not have
any technical difficulties. If any should arise, encourage them to try to figure it out
on their own or ask their peers. Emphasize that these will be used by fifth grade
students in the future.
2. Give an overview of the activity, including a written copy of the student directions
(above). Check for student questions or misunderstandings.
3. Have students gather materials and start working with their partner. Monitor students
during this time to discuss their work and ask questions. Since intervention groups
meet for short periods, this activity will require two or more meetings to complete.
4. When all pairs have submitted their links, collect them in one Google Doc and share
with students so they may play each others games.
Example: Completed Activity
Here is a link to a sample game created with Inklewriter:
[Link]

THIRD ACTIVITY

5
References

Kiang, D. (2014). Using gaming principles to engage students. Retrieved from


[Link]
Sanford, R., Ulicsak, M., Facer. K., & Rudd, T. (2006). Teaching with games: Using commercial
off-the-shelf computer games in formal education. Retrieved from
[Link]
%205%20Resources/Teaching_With_Games_Report.pdf
Sorenseon, B. H., Meyer, B., & Egenfeldt-Nielsen, S. (2011). Serious games in education : A
global perspective. Aarhus: Aarhus University Press.

Common questions

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Pilot testing plays a critical role in ensuring the educational games are effective and user-friendly. It allows students to identify any technical issues or content errors before the games are used by others, ensuring a smoother learning experience. This process helps in refining the game content, improving question clarity and feedback accuracy, and aligning the game with educational objectives, thereby enhancing its overall educational value .

Collaboration with peers leverages the social aspects of gaming by creating a community where students can discuss ideas, share insights, and solve problems together. This social interaction mirrors the innate characteristics of gaming, where players often work in teams and communicate to achieve objectives. By collaborating on educational projects like game creation for the American Revolution, students enhance their communication, critical thinking, and collaborative skills, leading to improved educational outcomes and deeper learning .

The collaborative aspect is beneficial for literacy intervention students as it helps in building communication skills and promotes problem-solving abilities. By working in pairs, students exchange ideas, clarify misunderstandings, and support each other's learning processes. This peer interaction is particularly important for intervention students who may struggle with literacy, as it encourages engagement and provides a supportive environment where they can practice and enhance their skills .

The game creation process requires students to distill complex historical events and figures into their main ideas, which enhances their ability to summarize effectively. By synthesizing information from various sources to create coherent and engaging game content, students practice analyzing and combining information, developing a deeper understanding of the American Revolution's impact and causes. These skills are crucial for academic success and critical thinking .

Alignment with classroom material ensures that educational games reinforce and enhance the learning objectives and content knowledge being taught. This alignment makes it easier for students to see the relevance of what they are learning, facilitating better retention and understanding. By bridging the material presented in games with that taught in class, students can make meaningful connections, leading to a more cohesive and integrated learning experience .

Kiang's research emphasizes the engagement of students through gaming principles, which include creating meaningful contexts and using interactive elements that resonate with students' interests. The use of interactive quiz-style games to teach the American Revolution reflects these principles by providing students with an authentic context—preparing review tools for future students—which gives them a purposeful learning experience. Additionally, the games require students to actively synthesize information, which aligns with Kiang's ideas of engaging students through active participation and multimodal expression .

Multimodal games enhance the learning experience by allowing students to express their understanding through various forms such as images, audio, color, font, and shapes. This approach aids in making connections with classroom material and accommodates diverse learning styles, which can lead to a more integrated understanding of content like the American Revolution. Furthermore, games foster social interaction, enabling students to form Communities of Practice, where they can collaborate and share strategies for learning, thereby deepening their comprehension .

Integrating feedback in game questions provides immediate clarification and reinforces learning, which is particularly beneficial for reinforcing correct information and understanding mistakes. For education on the American Revolution, this immediate feedback helps students to learn the material more thoroughly by explaining why an answer is right or wrong, thus reinforcing the retention of historical details and critical thinking. It also aids in self-assessment and directs students towards a deeper understanding of the material .

The specific objectives include: identifying five important events, people, or ideas about the causes of the American Revolution; creating an interactive game that incorporates these ideas; using supporting images; formulating one review question per idea with two possible answers; and providing feedback for each answer. Additionally, students must share the game link with the teacher via Google Drive .

Students may face challenges such as technical difficulties, creating content that is both accurate and engaging, and ensuring the game's educational objectives are met. These challenges can be addressed by providing clear instructions and resources, encouraging peer support and problem-solving, and allowing multiple drafts or iterations. Teachers can also monitor progress, provide feedback, and guide students in refining their work to align with learning goals .

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