Games based learning in the primary classroom
Computer programming is part of the ICT National Curriculum.
Computer modelling is similar to simulation- it allows children to to produce programmes through trial and error and children are able to explore 'what happens if'. In the real world we use trial and error techniques to create buildings, medicine and aircraft ect. It's important to try things out!!
We looked at a few programmes during our ICT lesson this week: Purple Mash, My Modelling Toolkit, Poisson Rouge and Tizzy's First Tool.
Purple Mash is useful for children to visualise 3D shapes, especially for those who find it hard to work with nets of shapes. With My Modelling Tool kit I designed a monster by choosing the body, colour, feet, eyes. You can then print off your monster or re-create it during an arts and crafts lesson using other materials. These highly visual programming tools are great for SEN/EAL children as text is minimal.
Scratch (left) is a user friendly tool to make short stories with easy to understand programmable language!
Logo is about more than moving mechanical bees, but is concerned about how a design is created and not the finished the product. As such, children can type instructions which will be obeyed, giving the user the opportunity to really think about how a shape is created.
So why should we use programmable games in the classroom? In answer is to aid the game designers of the future, but the majority of children in a class will not do this job, even if lots are interested in it. However, it can be used to design environments, such as classrooms, and can give children a chance to develop spacial awareness skills and abilities.
Kodu is a programming software suitable for children
in KS3 or high ability KS2. Kodu seems a little more tricky to get the hang of than Scratch, which we looked
at last week. At first glance it looks very much like the sorts
of games children are used to playing. It’s a very sophisticated way of
playing, where children can create the game they play.Computer modelling is similar to simulation- it allows children to to produce programmes through trial and error and children are able to explore 'what happens if'. In the real world we use trial and error techniques to create buildings, medicine and aircraft ect. It's important to try things out!!
We looked at a few programmes during our ICT lesson this week: Purple Mash, My Modelling Toolkit, Poisson Rouge and Tizzy's First Tool.
Purple Mash is useful for children to visualise 3D shapes, especially for those who find it hard to work with nets of shapes. With My Modelling Tool kit I designed a monster by choosing the body, colour, feet, eyes. You can then print off your monster or re-create it during an arts and crafts lesson using other materials. These highly visual programming tools are great for SEN/EAL children as text is minimal.

Logo is about more than moving mechanical bees, but is concerned about how a design is created and not the finished the product. As such, children can type instructions which will be obeyed, giving the user the opportunity to really think about how a shape is created.
So why should we use programmable games in the classroom? In answer is to aid the game designers of the future, but the majority of children in a class will not do this job, even if lots are interested in it. However, it can be used to design environments, such as classrooms, and can give children a chance to develop spacial awareness skills and abilities.
Kodu’s programming language is a simple icon based programming user interface where the language are broken down into pages and rules. Kodu has a list of built in behavior that we can attach to an object to make them move around, shoot objects, and perform incredible combat move with one another. I went for the ‘shooting fish’ world. The user is able to add characters, routes, rocks ect. You are able to programme each command to keys on your keyboard making it simple and easy to control. Kodu has a list of built in behavior that we can attach to an object to make them move around, shoot objects, and perform incredible combat move with one another.

It was discussed in class that UK learners are some of the unhappiest and least engages in Europe :(
To help engane students we can make learning as fun and interactive as possible.....a great example of this is the Dance ( Dance to Advance) mats. these mats can be used as a cross curricular tool for ICT and PE.
Dance to Advance is very innovative and beneficial for students because by using it, students will have fun making their way to greater understanding and maintaining their concepts. Customized dance mat activities can be created and edited on any topic or subject using text, pictures or sound. In addition, you also have the option to choose from the range of numerous included ready-made activities.
The charming game format features 1 or 2 player capability and allows for single, dual or sequential (A then B then C) responses. Dance to Advance allows students to personalize their learning experience by selecting from a range of characters, music and background scenes.

Dance to Advance is the most inspiring tool for students as even the most shy and hesitant learner will be eager to join the fun. For those students with a physical disability-responses can be answered using the keyboard instead.