Games Based Learning berbasis Teknologi : Snake and Ladder

Evi Yuni Levi
23 Oct 202306:53

Summary

TLDREvi Unilevi, an English teacher at SMP Negeri 2 Dulupih, utilizes game-based learning to enhance student engagement among her Generation Z learners. By integrating technology such as Google Forms for assessments and a Google Site for resources, she addresses challenges of low motivation and collaboration. Through interactive games like 'Snakes and Ladders,' students learn grammar in a fun, collaborative environment. This approach not only increases enthusiasm but also helps meet diverse learning needs, demonstrating the effectiveness of technology in education.

Takeaways

  • ๐Ÿ˜€ The teacher, Evi Unilevi, integrates technology and game-based learning in English language instruction for Generation Z students aged 13 to 16.
  • ๐Ÿ˜€ Students are familiar with digital environments and prefer interactive learning over conventional methods.
  • ๐Ÿ˜€ Challenges include low motivation in learning English grammar and a tendency among students to be less collaborative.
  • ๐Ÿ˜€ Initial assessment is conducted using Google Forms in locked mode to prevent distractions during testing.
  • ๐Ÿ˜€ Results from assessments show a mix of understanding among students, prompting tailored learning approaches.
  • ๐Ÿ˜€ Traditional games, such as 'tengge-tengge', are used to introduce simple present tense concepts.
  • ๐Ÿ˜€ Google Sites is utilized as a Learning Management System (LMS) to provide various learning resources.
  • ๐Ÿ˜€ An online version of the game 'Snake and Ladders' is created using Google Slides, encouraging collaborative learning.
  • ๐Ÿ˜€ Students work in groups, using an open-source application to determine their game progress while solving related questions.
  • ๐Ÿ˜€ Reflective practices using Google Jamboard help students collaboratively assess their learning experiences and outcomes.

Q & A

  • What is the main focus of Evi Unilevi's teaching practice?

    -The main focus is on implementing game-based learning through technology, specifically using the game 'Snake and Ladders' to teach the simple present tense.

  • What age group does Evi's students belong to?

    -Evi's students are between 13 to 16 years old, which classifies them as Generation Z.

  • How does Evi identify the learning needs of her students?

    -Evi conducts an initial assessment using Google Forms to analyze her students' understanding of the material.

  • What challenges does Evi face in teaching English grammar?

    -Evi faces challenges such as low motivation among students and a tendency to work less collaboratively.

  • What tools does Evi use to integrate technology into her lessons?

    -Evi utilizes accounts from akunbelajar.id and Google Workspace for Education to enhance her teaching methods.

  • How does Evi engage her students with traditional games?

    -She uses a traditional game called 'tengge-tengge' to help students practice constructing simple present tense sentences.

  • Describe how the 'Snake and Ladders' game is adapted for learning.

    -The game is adapted online using Google Slides, where each move corresponds to questions or explanations that students must answer correctly.

  • What role do group dynamics play in Evi's lesson structure?

    -Evi organizes students into groups to encourage collaboration and competition, which enhances engagement during the game.

  • What reflection activity do students participate in after the game?

    -Students use Google Jamboard to collaboratively reflect on their learning progress through sticky notes.

  • What are the overall outcomes of using game-based learning in Evi's classroom?

    -Game-based learning has significantly increased student enthusiasm, made the learning process more enjoyable, and improved the achievement of learning objectives.

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Related Tags
Game LearningGen ZEnglish EducationDigital ToolsEngagement StrategiesCollaborative LearningInnovative TeachingInteractive GamesTechnology IntegrationStudent Motivation