Game based learning in Kindergarten classrooms
1. Research Goal:
Research goal is to identify key learning domains that can be thought in kindergarten classrooms using game-based learning and to examine available educational games that can support those learning domains. For example, the card game Quiddler may suitable to master in spelling and language skills. Similarly, the console game JumpStart Pet Rescue is more appropriate to build critical thinking skills. We will further analyze the impact of game-based learning on the learning domains. In addition, this paper will investigate practitioners’ (kindergarten teachers) view of game-based learning on the identified learning domains.
The main aim of this research is to promote game-based learning as a viable option for kindergarten classrooms. Therefore, we will also analyze the challenges associated in applying game-based learning in classrooms and the strategies to overcome those challenges.
In a nutshell, the research goal is to provide: • Category summarization of game-based learning approaches in the latest five years, including game genres, learning topics, platforms, targets. • Relationship between Learning Domain, Learning Platform and game-based learning systems. • Practitioner’s view of game-based learning on the learning domain • The impacts that game-based learning approach can have toward different learning domain • The challenges of applying game-based learning approach to different learning domain • The strategies of applying game-based learning approach to different learning domain
2. Short Abstract
The interest in game-based learning is rapidly becoming a norm in the classrooms. Ontario school board of education is changing the Junior/Senior Kindergarten Curriculum this fall (Sep 2011) to more play-based learning than the traditional learning style. Play-based